I have found this week to be really frustrating in a way that I think reveals some of the weaknesses of educational games. The first problem this week was that although there were only two games flagged up as core examples it was near impossible to find a way to play them. This was a two part conundrum. Both Quest Atlantis and Thinking Worlds appeared to be PC-only. Though it transpired that Quest Atlantis (QA) actually was newly available for Mac (and worked fine) all my efforts to install Thinking Worlds (TW) on the PC I have regular access to (my work machine) failed – on start up TW would simply break down and state that there was an “error” but no indication of what was wrong, how it could be fixed or reported or how I could move past it. I was at least able to download and install software on my PC which is something many PC users on institutional machines are not given access to do, and thus a concern for any educational usage of a game.
Frustration number two (again before I even got to play any games) was that I had to wait to get a login for both games. In the case of QA this is a case of good practice to ensure new users are kept separate from school age children who use the game as part of the curriculum. I am not entirely sure why there isn't a test world clearly signposted as such that you could set up instant access for but I do respect their core aim to keen QA safe and friendly. TW required a login for the very different reason of commercial interest – which is fine but I was a bit put off to get an email from a representative. This is probably a bit perverse – humans should be better than machine responses I guess – the problem is that educational games/tools seem to, unlike commercial web tools, tend to directly contact you so it feels a bit like giving a salesperson your phone number rather than just being on an email list. The pitch is often the same but somehow it feels less invasive in in-service reminders or e-newsletters.
So, anyway, I have finally managed to have a play now that I am all set up.
Quest Atlantis is, I think, a rather weird beast. Although it is genuinely innovative in appearance, ambition and pedagogical scope I found it very problematic. Now I have to say that I realise I am not the core QA audience. For a start I am neither a kid nor a teacher so I am used to services and spaces pitched at Higher Education audiences or public audiences. I was also not experiencing the game in the context of a tailored QA-specific teaching experience and this seems to be the sort of context it is expected that people will interact with QA in. With those important provisos stated on we go...
At first I was really impressed with the look and feel of QA. When I first tried it it was on my work PC after I had closed all my usual programmes for the night. This meant it ran fast and the graphics – after a few weeks of fFogger and the like – looked slick. A few minutes in (as I started moving in the direction of my first quest) I started to wonder why the main area of play was such a small part of the screen estate.
I found Quest Atlantis hugely dictatorial and difficult to become immersed in. Though there were numerous choices to be made they were all predefined for you and highly signposted at every turn. You could not, for instance, pick the "wrong" choice and follow the game on this route, you cannot ask background characters for help unless they are preprogrammed to answer questions. It is an incredibly frustrating environment to operate in as you have open options to move and explore but almost no choice in the order you complete tasks, the way you gain new information, etc. I can see that the game would work in it's intended environment - a structured classroom context - but as a stand alone game it is not the high quality of the animation but the inflexibility of play that holds up most poorly against commercial offerings. However I am acutely aware that I am very much older than the core QA audience and that I was playing the game on my own - it is a more social affair including teacher participation in it's intended context - which may have made a substantial difference to my experience of the game.
Both QA and Thinking Worlds did leave me wondering whether the development of separate dedicated educational gaming environments can ever or should ever try to compete with sophisticated commercial games when it comes to capturing attention outside a structured classroom playing environment. Thus using commercial games as learning experiences seems to offer many pluses, though there are of course disadvantages to the type of content and game goals inherent in such games particularly for creating games suitable and pedagogically sound for older/adult learners. It is certainly interesting to move from these educational games to looking at designing our own games (using Google Earth).
Keywords: IDGBL10, QuestAtlantis, ThinkingWorlds