Monday, April 7, 2014

Platforming for Education


Action Games: Platformer.
 
Beyond just moving from point A to point B platformers offer the chance for players to feel accomplishment quickly at the end of each level.  Quick reflexes, high scores, and the feeling of accomplishment all factor into what makes platformer games popular. While other games also offer gratifying rewards, platformers do so with simple controls, and evolving levels or stages.  This accessibility is one of the reasons I feel platformers can have the most success as an educational tool, when used in the correct context.  Many times a deep game experience comes at the cost of a deeper learning curve. The ability to simplify is also an incredible trait successful educator possess.   Platformers can offer a similar experience with an easier learning curve. Most platformers have simple control schemes, which allows the art style, and game experience itself to be a driving factor.
For example, the Game Limbo, was considered a puzzle/platformer that had a dark, artistic vibe with easy pick up and go controls. When you take the static that trying to learn a control scheme presents out;  the game play itself can take a front-and-center approach. This will then engage the player who does not have to remember complex controls, or “when here, do this” scenarios.  A similar schema can be attached to education.  When too much is put on the student all at once and that student is no longer free to enjoy or scaffold the lesson for themselves, the student will shut down. Similarly, the interference with controls and learning control schemes could turn off players. When there is a certain freedom to the lesson or learning that student is then able to advance at his or her own pace and engage faster.

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