- Joined
- Sep 29, 2022
I mentioned this in the thread Old PC kids games but changed the topic as I was developing it a bit more.
Most of us remember the "edutainment" games from the 1990s, made from the likes from The Learning Company, Brøderbund, Edmark, Davidson & Davidson, and a few others. There were two main problems with it, mostly, one of which it wasn't very fun or educational (the "chocolate-covered broccoli" analogy was coined back in 1999 when edutainment was at its peak, Mattel had just bought The Learning Company Inc. for $4.2 billion), the other problem was it was just shovelware completely saturating the market, within a few years that would mostly disappear from the marketplace.
Every now and then I hear how it's still a good idea in theory, how games could be if divorced from educators and focus groups, stuff that could teach you useful stuff rather than rout memorization math problems and better integrated into the system.
Unfortunately, I still haven't found much. There's some programming games on Steam, but most of those don't really teach you programming other than having programming as a core feature and wouldn't appeal to the masses. (I don't know who it's supposed to appeal to.)
There's some games that take applied education to in-game functions, like My Summer Car but that doesn't really take the time to explain how to do it, nor allows any expansion of repairing and fixing cars other than specific model of a mid-1970s Datsun.
An article I found from 2014 (archive) on a site called Edutopia, called the closest living relatives of edutainment, "Serious Games" but their "best" examples are basically propaganda from government or NGOs. While I'm sure there were government/NGOs involved in the edutainment of olden times, they weren't soliciting for donations through mobile game trash or trying to get me to sign up for the country's deteriorating armed forces.
Papers, Please is also brought up in the same page, but it almost feels like it's cut from the same cloth, it feels like some sort of pretentious social experiment that was changed fairly late in development to actually be a marketable product that you can win at. Either way, you don't actually LEARN anything.
Part of me thinks that actually trying to make something fun and something learnable has diminishing results. Someone at McGraw-Hill Home Interactive actually went through the trouble of designing over 100 real-life chemicals and how they all interact with each other in Dr. Sulfur's Night Lab (you can synthesize, say, nitrogen triiodide) but as a comment talks about, they were constrained by development time, and the chemical stuff was just a small part of the game.
I'm sure there are actually good games hiding out on Steam somewhere that are good examples that actually teach you stuff rather than just abstract concepts (or is some sort of NGO trash) but I'm struggling to think of any examples.
Most of us remember the "edutainment" games from the 1990s, made from the likes from The Learning Company, Brøderbund, Edmark, Davidson & Davidson, and a few others. There were two main problems with it, mostly, one of which it wasn't very fun or educational (the "chocolate-covered broccoli" analogy was coined back in 1999 when edutainment was at its peak, Mattel had just bought The Learning Company Inc. for $4.2 billion), the other problem was it was just shovelware completely saturating the market, within a few years that would mostly disappear from the marketplace.
Every now and then I hear how it's still a good idea in theory, how games could be if divorced from educators and focus groups, stuff that could teach you useful stuff rather than rout memorization math problems and better integrated into the system.
Unfortunately, I still haven't found much. There's some programming games on Steam, but most of those don't really teach you programming other than having programming as a core feature and wouldn't appeal to the masses. (I don't know who it's supposed to appeal to.)
There's some games that take applied education to in-game functions, like My Summer Car but that doesn't really take the time to explain how to do it, nor allows any expansion of repairing and fixing cars other than specific model of a mid-1970s Datsun.
An article I found from 2014 (archive) on a site called Edutopia, called the closest living relatives of edutainment, "Serious Games" but their "best" examples are basically propaganda from government or NGOs. While I'm sure there were government/NGOs involved in the edutainment of olden times, they weren't soliciting for donations through mobile game trash or trying to get me to sign up for the country's deteriorating armed forces.
Papers, Please is also brought up in the same page, but it almost feels like it's cut from the same cloth, it feels like some sort of pretentious social experiment that was changed fairly late in development to actually be a marketable product that you can win at. Either way, you don't actually LEARN anything.
Part of me thinks that actually trying to make something fun and something learnable has diminishing results. Someone at McGraw-Hill Home Interactive actually went through the trouble of designing over 100 real-life chemicals and how they all interact with each other in Dr. Sulfur's Night Lab (you can synthesize, say, nitrogen triiodide) but as a comment talks about, they were constrained by development time, and the chemical stuff was just a small part of the game.
I'm sure there are actually good games hiding out on Steam somewhere that are good examples that actually teach you stuff rather than just abstract concepts (or is some sort of NGO trash) but I'm struggling to think of any examples.