Today's main feature written for Gamasutra sister site Serious Games Source
, which deals with games created for training, health, government, military, educational and other uses, takes a look at how the use of games within an educational context is set to become the next big revolution in both education and serious games.
In this excerpt, Alan Carpenter, creative director at 3T Productions, explains the differences and similarities between games created for educational purposes versus those created only for entertainment, as well as what makes a good educational game, commenting:
"In reality, the design of computer games for use in educational settings should be no different from those for any educational software. Software should incorporate a sound educational philosophy, and should have clearly stated educational objectives and content."
"It should also be designed to be inclusive of a wide range of aptitudes and abilities, providing support for the learner and some guidance for teachers planning to use the software.
Games with good educational potential are those which are task-driven, but with multiple ways of achieving your aim. This is because it develops a depth of experience which will in turn bring with it a greater potential for learning, retaining information and understanding complex concepts through trial and error. For example, through experimentation, students can make observations, draw conclusions and suggest explanations by demonstrating the knowledge they have learned."
You can now read the full Serious Games Source feature on the subject
, including more of Carpenter's comments on the use of games in education, as well as specific examples of titles created by his company (no registration required, please feel free to link to this feature from external websites).