You have died of dysentery.” This phrase brings great nostalgia, and great sadness, to anyone whose life has been affected by The Oregon Trail, the PC game that has captivated young pioneers for decades. “What went wrong?”, we ask ourselves. “Should I have bought more provisions? Should I have left at a different time of year? Should I have tried to lug that entire bison?”
In The Oregon Trail, players learn about the hardships of pioneering in the context of a computer game.
EduGames: Where we’ve been
The Oregon Trail was more than just a ’90s pop-culture phenomenon. It was the first real fusion of education and video games. Indeed, the oregon trail itself serves as a nice metaphor for the history of high-tech educational games. The students are the pioneers, the games are the oxen, and the learning is Oregon. Or maybe the teachers are the pioneers, the students are the family members, and the games are the ammunition.
Okay, the metaphor isn’t perfect. But the history of learning games has truly been a journey into the unknown, whose ending has yet to be written. In this piece, we’ll trace this history from the teletype machine to the iPhone and beyond. These articles draw on an excellent infographic by Knewton, a leading adaptive-learning startup.
The Oregon Trail may have started the revolution in PC-based learning games, but it wasn’t invented on a PC . In fact, when Don Rawitsch, Bill Heinemann, and Paul Dillenberger created the game in 1971, it was on a screen-less teletype machine connected to a mainframe computer. The original game used text prompts to cue players- for example, if a player chose to hunt, the computer printed out, “Type BANG.”
Three years later, The Oregon Trail became part of the software library of the Minnesota Educational Computing Consortium (MECC), a state-funded organization which would later become a private company. (Minnesota was known at the time as the “Silicon Valley of the Midwest”.) The MECC dominated the educational software market through the 1980’s, thanks in no small part to its adoption of the Apple II computer.
But other innovators soon entered the educational game software world. One of the most notable was Brøderbund, which released Where in the World is Carmen Sandiego? in 1985. Carmen Sandiego introduced kids to a whole new way to learn geography, and a whole slew of humorously-named bad guys, like Joy Ryder and M.T. Pockets. Carmen Sandiego became so popular that it spawned its own children’s game show, starring Lynne Thigpen as the hard-nosed chief detective (“I’m the Chief. But you can call me…the Chief.”).
- “Where in the World is Carmen Sandiego?” weaves geography education into a detective computer game.
What Carmen Sandiego and The Oregon Trail have in common is the creation of a virtual game world, in which the player learns while striving towards a distinct end goal- getting to Oregon or catching Carmen. In 1989, one game took the concept of world creation to new heights, while eliminating the clear-cut competition usually associated with games. It was called SimCity.
The story of SimCity, like that of most groundbreaking games, is the story of a long-shot that beat the odds. In the mid-80’s, when most videogames seemed to involve killing dinosaurs, jumping out of planes, or some combination of the two, creator Will Wright set his sights on what might be the world’s least-sexy activity: urban planning. The player acted as a city mayor, trying to save the city from traffic, a depleted water supply, or monsters. Gameplay could last forever, with new problems continuously arising. Despite its free-form structure and its seemingly-boring subject, SimCity was a hit, and was used in over 10,000 classrooms. Game developers even got calls from the CIA and the Department of Defense for their innovative work in city-scale simulation. The release of SimCity 2000 in 1994 cemented the popularity of the game, and the importance of the “God Game” genre.
- “SimCity” combines run-of-the-mill urban planning with the occasional alien attack to engage and teach players.
To be sure, many other styles of educational gaming software hit the market in these early days. Arcade-style PC games like Math Blasters, grade-specific games like Reader Rabbit, and computer-literacy games like Mario Teaches Typing also made a huge impact. But virtual-world games pointed towards the future of educational gaming.
The ability of games like SimCity and Civilization to simulate parallel, but not inconceivable, world histories is astonishing by any standard. But in the 1990’s, neither of these games relied too heavily on the most important technological advancement of the day- the internet. The first major virtual learning world to make full use of the web was Whyville, created in 1999. Whyville is an expansive, avatar-based life, a bit akin to Second Life, but with a distinctly educational bent. The game is aimed at students ages 8-16, and encourages players to participate in all aspects of virtual society, from earning a living (using “clams” as currency) to serving as a city worker to writing for the game’s weekly newspaper, the Whyville Times. The game’s base of over 7 million players has enjoyed in-game concerts by the likes of the Jonas Brothers and Justin Bieber, and has learned about everything from science to business to the arts.
- “Whyville” features a digital Greek Theater, where kids can learn from experts. Here, a noted singer/songwriter fields questions.
But virtual learning worlds would grow up fast. In 2002, The Serious Games Initiative was founded at the Woodrow Wilson International Center for Scholars, a think tank affiliated with the Smithsonian Institute. The initiative advocates the adoption of virtual games in both education and a hosts of other critical areas. Over the past decade, the group that has implemented serious games with the most enthusiasm has been the U.S. Army.
On the 4th of July, 2002, the army released the first version of America’s Army for PC. The realistic first-person shooter gives users a semblance of the full deployment experience, complete with grenade launchers, humvees, and medical training. Although the Army acknowledges that the game was originally meant for recruitment and propaganda, it quickly became apparent that America’s Army was an ideal training tool for real-life soldiers. Soon, the game was being integrated into simulations that trained soldiers to operate ground-to-air missiles, tanks, and other weapons, sometimes serving as a 360-degree immersive virtual environment. The game has proven particularly useful for training small units, and has been updated over 26 times in the last decade, with versions for Xbox and mobile phones as well as desktops.
- Army training programs make use of the true-to-life graphics of America’s Army to acclimate soldiers to combat conditions.
And America’s Army is far from the only training game used by the U.S. military. On June 15, 2012, the Army posted a call for proposals to build a new first-person shooter that builds on Virtual Battlespace 2, a training game developed with the help of the Marine Corps and the Australian Defence Corps, among others. The fee offered to the successful contractor? $44.5 million over 5 years.
From Serious to Casual
So far, the games we’ve looked at make use of a few main features of gaming. First, like all games, they use some kind of points system, scoring players by the health of their passenger pioneers, the number of clams they’ve collected, or the number of enemy civilizations they’ve conquered. (SimCity is a notable exception, which helps explain why it was such a risky, revolutionary game.)
Second, they offer the player a simulation of a real-world atmosphere as a means of learning: The Oregon Trail lets you be a real pioneer, Carmen Sandiego a detective, SimCity a mayor, and America’s Army a soldier. Whyville simulates an entire world. The fidelity of the games becomes higher as the graphics improve- America’s Army does a far more convincing job of simulating its environment that The Oregon Trail– but the principle remains the same.
Third, these games provide some form of artificial intelligence. This feature is closely linked to simulation. In order for America’s Army to truly simulate warfare, enemy combatants have to be properly agile and hostile. Likewise (sort of), The Oregon Tail needs smart buffalo to give the young trailblazer something to shoot at.
Above all. these educational games offered a lush, immersive virtual world. Game graphics got more sophisticated with each technological advancement. But that would all change as the focus of educational games became more social, and more casual. Yet ironically enough, this social movement began, in a way, with Solitaire.
- Is it weird to get nostalgic about the original Solitaire win screen?
As of 1990, Solitaire has come automatically installed on Microsoft Windows. Unlike the other ’90s-era games we’ve mentioned, Solitaire had no overarching narrative, and required no long-term commitment to the game. Solitaire was a smash hit, and has now been played by over 400 million people. The original release of the game was soon followed by PC games like FreeCell, Minesweeper, and Spider Solitaire. Suddenly, gaming was no longer for only the most “serious” consumers.
Casual games like Solitaire benefited from tech innovations not by becoming more immersive, but by becoming more social. In 2006, Apple announced that its iTunes store would offer cheap, social games for download to the iPod Touch. The next year, Zynga began releasing casual social games for Facebook. Farmville would quickly become Zynga’s most popular offering, featuring low-fi graphics and a heavy dose of social interaction. Farmville players invite Facebook friends to be their neighbors, and ensure a good harvest by visiting their neighbors’ farms.
Farmville represents a landmark in the “gamification” of social networking. Another major landmark came with the 2009 launch of Foursquare, which gamified GPS, letting players earn badges and mayorships for visiting restaurants, bars, and businesses. It was only a matter of time before gamification moved to education.
The most crucial lesson of gamification that education startups have taken to heart is the importance of badges. Video games reward players with badges for each progression they make, providing near-instant gratification. Likewise, successful ed-tech startups recognize that learners must be continuously made aware of their progress. Khan Academy, perhaps the most influential education startup of them all, uses heavy doses of gaming aspects. In fact, KA President Shantanu Sinha wrote a guest column in the Huffington Post in February extolling the virtues of gamification in education. Khan students earn badges for the courses they take, and show off these badges on their profiles. Badges are divided into six types, with well over 100 in all. Students also earn “energy points,” although the metric for these might be a bit skewed: after one day and zero fully completed lessons, I had 1,267 points.
- Students in Khan Academy can show off their energy points and badges to the world.
Likely influenced by Khan Academy, Codecademy, launched in late 2011, offers users a profile that purposefully resembles that of a video game, complete with points, badges, streaks, and a progress bar. These game elements have contributed to the site’s success; Codecademy reached one million users just five months after its launch, and received $10 million in Series B funding this June.
- Learning on Codecademy can feel like playing a video game, if a video game taught you the basics of HTML.
The Future of Gamification in Education
As more and more people turn to multiple online sources for learning, they’ll accumulate more and more badges. Yet these badges are only truly valuable when they can be understood and compared by someone besides the badge-earner- say, an employer. To that end, Mozilla unveiled its Open Badges project in private beta last September. Open Badges will allow any site to issue a badge, and will enable badge earners to store their badges in an online “backpack” and display them to the public. The Mozilla project is backed by the Macarthur Foundation, and is already being used by NASA, Disney-Pixar, and others.
In a sense, the current explosion of points and badges is a continuation of the social scoring system used by traditional schools. Students compete for the best class rank, the best Latin honors, and the most chords at graduation. Universities compete with one another for a spot atop the leaderboards of college rankings. The problem is that these incentives aren’t always fun for everyone, and they can sometimes do more harm than good. Sinha, President of Khan Academy, puts it best:
[dramquote]It’s almost like we felt we could scare students into studying by stamping them with bad grades, as if an ‘F’ is the scarlet letter to college admissions offices. Fear isn’t a particularly effective way to motivate someone.[/dramquote]
As educators continue to innovate and innovators continue to turn towards education, we’re likely to see more gaming aspects brought to the world of learning. One particular element that could well come to prominence is artificial intelligence. AI has long been the domain of video games, which pit the player against ‘the computer’, whether the virtual opponent takes the form of enemy combatants or a hapless bison. A less advanced form of AI exists in automatic grading technology like Scantron, which has become so commonplace in schools that I bet you didn’t know that it’s actually the name of a company. While Scantron forms reduce all assessment to multiple-choice tests, future AI, developed with the insight of game makers, could be able to evaluate complex tasks like those performed in video games. This would give teachers the freedom to dive into complex subject matter without having to worry about being overwhelmed by grading.
A second element of gaming that could be brought to education in the future is collaborative competition. Too often, students learn subjects in “silos”- math from 9:00-10:00, biology from 10:00-11:00, history from 11:00-12:00, and so on. They take tests individually, and are chastised (often with good reason) for working together. But the world outside of the classroom doesn’t work like this. Professionals in every area, from business to design to teaching itself, must work with others solve hard problems that bleed into many different areas. This kind of work isn’t going away- The Apollo Research Institute lists “transdisciplinarity” and “virtual collaboration” atop its list of skills that will be needed in the workplace in 2020. Video games draw on players’ competitive instincts to force them to work together, and education initiatives could do the same, all while harnessing the vast resources found at sites of learning both online and off.
Whatever the future looks like, we hope that education will be truly effective. We hope that elements of game psychology and mechanics will be used to reward lasting learning. And we hope it’ll be fun, too.
Originally posted here.