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Educational Games

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This group is dedicated to the making and discussion of Educational Games. Educational Games can be any game that is designed to teach something to the player, be it Skills, [...]

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This group is dedicated to the making and discussion of Educational Games. Educational Games can be any game that is designed to teach something to the player, be it Skills, Information or Concepts using any game design method.

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Language Learning through Roleplaying (18 posts)

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  • Avatar Image Hillary Fotino, a level 7 monster with 26 posts — 7 months, 1 week ago:

    So, I’ve had a conundrum for a while. I love to run table-top RPGs, especially rules-lite games with a very open world, but as a game designer I really want to make educational games, especially the sort that can teach without seeming to teach. I’ve been puzzling over how to make my goals overlap for quite a while so here are my thoughts on the matter.
    Lets say I want to teach a foreign language to children using a fantasy based table top system. A wizard character might have a small pool of spells to start with such as the fire spell or a creature summoning spell with a basic creature they can summon. In order to cast these spells, they need to say the proper incantation. For the sake of argument, lets assume I’m teaching French since I speak it fairly well. A summoning spell for a dog would be rendered as “J’appele mon chien”. In order to be able to summon other animals, they would need to learn the proper words. They could also learn objects and be able to summon those.
    A starting character’s spell list might look like the following:
    1st level spells
    J’appele mon chien – I summon my dog
    Je mets le feu – I set the fire

    Learning new spells is simply a matter of getting new verbs and nouns and their conjugations. If the player learns the word “Un Canard”, they can now choose to summon a duck using their earlier summoning spell.

    Does this sound like a feasible system?

  • Avatar Image Andy North, a level 7 monster with 8 posts — 7 months, 1 week ago:

    This sounds neat. It’d exercise both their creativity and their language skills. You could have challenges where they have to solve a certain problem, or even have Wizard’s Duels where the students pair off against each other and try to counter one another’s spells (like in “The Sword in the Stone”).

    It might be helpful to have them put together “spellbooks” in the form of flash cards that have nouns, verbs and modifiers on them, plus maybe a symbol or other visual representation. I don’t know how you’d do that without making it too easy, though.

  • Avatar Image Hillary Fotino, a level 7 monster with 26 posts — 7 months, 1 week ago:

    I was planning on setting things up such that a beginning player would be like a wizard and work out of a spellbook but later would become more like a sorcerer and get to make more interesting spells but have to have their vocabulary memorized in order to use it. So that a 1st year language student would be expanding their vocabulary and learning conjugations but a 4th year language student would have to know the words and be working on their fluency and expanding their ability to speak naturally.

  • Avatar Image Aaron Vanek, a level 0 monster with 25 posts — 7 months ago:

    Hi Hilary

    What a great idea. I think your system is feasible, but without more detail, I’m not sure how effective it will be. Are you talking about a classroom situation, a homeschooling lesson, or just a rulebook game for parents or teachers to use at their own discretion? I think that each learning situation has a slightly different approach.

    Also, is the RPG intended solely to teach language, or is it a teaching RPG, and you want to add language to it?

    I think you would have to set up many, many opportunities to cast spells in the selected language for it to really be effective. There’s a tug of war between how fun is the game and how educational is the game. I think your example would be more fun than educational. To gain fluency, kids would have to have a huge spell range and be using them often. It could work if magic is as commonplace as in the Harry Potter book. Instead of the Latinate phrases that Rowling uses for spells, it could be actual phrases, and the act of learning a spell means really learning how to pronounce the sentence in the language. This gets into the larp realm, my specialty. ;-)

    When UCLA ran the Hogwarts larp in 2001, students would take classes just like in teh boojk: potions, charms, transfigurations, etc. And in each class, they would learn–for real–how to cast a spell. Some involved waving your wand a certain way, others involved pronouncing a word correctly. You could use this same method, but again, they should be casting that spell or spells often.

    Just as an alternative, what if you used French (or whatever language you want to teach) as an actual language in the fictional world? What if the Kingdom of Francois had NPCs who only spoke French, and players, they had to interact with you (as a GM) in French during some role play encounters? And role play out that they don’t know the language, so the ambassador or quest list on the tavern wall could help them with translation, but as they adventure on, they get less and less help. Or, what if the “thieves’ cant” or “alignment language” or even Elvish or Dwarvish or Orc is the language you want to teach?

    I agree with your idea to allow students to make up their own spells or phrases, so once they know “I summon”, they can then expand the spell by learning different objects to summon.

    I hope this helps. Great idea, good luck!

    Aaron

  • Avatar Image David, a level 0 monster with 3 posts — 7 months ago:

    There are a few ENWorld members who use D&D successfully for foreign language teaching. There’s one guy who teaches in South Korea who’s very clued-up, Just register and post an obvious title in General RPG discussion and someone would help track him down.

    More generally, there’s RPGs in learning material scattered across Thistle Games’ website – but not specific to languages.

    HTH

  • Avatar Image James York, a level 0 monster with 2 posts — 6 months, 1 week ago:

    I am working on a similar project actually. The idea came from a generic “shopping” vocabulary/role play lesson I have to teach soon. I decided that it would be much more fun and meaning full if students actually shopped for items like food, armour and weapons for their character with the idea that they then use their characters in a PvP battle the following week.

    I came up with a whole armour and weapon effectivity vs durability system but never even thought about spells. Your idea has made me reconsider how I’m going to do the PvP system now. Thanks!

  • Avatar Image SMH, a level 2 monster with 2 posts — 4 months ago:

    Suggestion: Utilize an MMORPG style game play (from games such as Runescape) and incorporate a system that allows you to play the game in different languages, with the difficulty of in-game language progressively getting harder.

    Any game you build should have many human and computer resources to help those struggling to translate.

    This TED Talk may give you some ideas:

    http://www.ted.com/talks/luis_von_ahn_massive_scale_online_collaboration.html

  • Avatar Image Mare, a level 1 monster with 5 posts — 4 months ago:

    I’ve been thinking about something similar for quite awhile. What would be most instrumental to the game’s success (in teaching), I think, would not be the spell learning/casting portion but other, more subtle ways of teaching. For instance, early in the game, NPCs would speak mostly English, with the occasional French words thrown in. The student could then use context clues to learn the word, often without much conscious thought. As the game progresses, the NPCs would speak French more and more. The same concept could be applied to signs in towns, banners, etc.

    The strength in this approach is that, from the student’s point of view, the language is a means to an end and not an end itself; in other words, they’re learning the language to continue playing the game. It also covers 2 of the 3 important areas of learning a new language: reading it, and hearing it spoken aloud. In order to cover the last area- speaking the language- would require some sort of recognition software, such that the student/player is speaking his/her spells into a microphone. If the game allows the student/player to have ally NPCs, these entities could only speak and understand French, such that the student must seek to further their knowledge in order to express more complicated strategies to these characters. Using natural language processing, these NPCs could perhaps even respond to the player in French, rounding out the experience.

  • Avatar Image Zellie, a level 7 monster with 8 posts — 4 months ago:

    I’ve always wished that there could be a language school in the MMO I play. I’d love to take some time out from questing to drop by the language school and up my level there.

  • Avatar Image SMH, a level 2 monster with 2 posts — 4 months ago:

    Let’s make it happen! I can provide input from a teenage gamer’s perspective!

    What’s the first step? I think the game should have rewards for upping language skill but the rewards do not necessarily have to be related to language (could improve combat or money-making skills)…I think we could form a solid idea and petition WoW or Runescape potentially.

  • Avatar Image Kevin Allen Jr. , a level 3 monster with 6 posts — 4 months ago:

    It’s a clever relationship. RPGs already teach their players a great deal of language. acquainting yourself with vocabulary is a big part the play. Have you ever listened to two enthusiastic players talk about a game you don’t play? It’s practically unintelligible.

    I think it’s obvious the ways we can incorporate vocabulary into the RPG space, but i see things like grammar, pronunciation, and idiom being harder lessons to teach.

    Here’s a way I could see you negotiating the grammar boondoggle. Consider the following monster “stat block”:

    “The SLIME-WOLF is a NOCTURNAL LAND MAMMAL. It primarily eats RODENTS and LOW LEVEL WIZARDS. Known for its POWERFUL AROMA, SLIME-WOLVES are feared the world over as the stuff of NIGHTMARE and LEGEND.”

    Each of the ALL CAPS words could have a specific mechanical property, and when they are appropriately connected with good grammar that creature is able to be summoned/encountered/utilized in the game. Players would purchase vocabulary words (like slime, powerful, or legend in the above example) and then combine them for in-game effects. Incorrect grammar or sloppy phrasing would mean a less effective monster.

    This modular descriptive system doesn’t have to simply be limited to monsters, it could conceivably adapt to magical gear, spells, occupations, cities and towns, any of the myriad things that get described in a game. Having everything key off the same point-buy/vocab and grammar system would actually be a rather elegant elegant design solution to the usual bloat of micro systems in modern RPGs.

  • Avatar Image Mare, a level 1 monster with 5 posts — 4 months ago:

    Given that (from our view) the focus is on teaching the language (this is not to say that gameplay should be watered down), the mechanics or “language” of the RPG itself should be designed to get out of the player’s way as much as possible. Like a pick-up-and-play sort of design or “simple to play, difficult to master”.

    Take the Pokemon series, for example. Most players (I’d say about 70-85%) don’t know about the underlying concepts of EVs, IVs, etc. but these difficult concepts ARE available for players to manipulate and master.

    Bring that ideology to Hillary’s IP: if the game can be designed in such a way that the RPG fundamentals are simple enough for anyone to grasp yet contain enough depth to keep long-time players engaged, there isn’t much of a limit as far as how much of the language the game can teach. Whereas it could take up to 5 years of practice to be fluent in a given language, a game like this could successfully translate the player’s competitive nature, inability to refrain from reaching ONE MORE LEVEL before bed time, etc. then this could really work.

  • Avatar Image Mare, a level 1 monster with 5 posts — 4 months ago:

    The gist of my point is that, in order for such a game to effectively teach players of most (if not all) ages/backgrounds, the gameplay itself has to be simple enough for anyone to pick up whilst being fun enough to keep players going and get them interested in going deeper into the game mechanics.

  • Avatar Image James York, a level 0 monster with 2 posts — 4 months ago:

    I created a simple battle RPG for my students and although it isn’t quite to the depth of the conversation here, it was a success in terms of getting students to use the target language. A quick write up of the project can be seen here: http://yorksensei.posterous.com

    It could be fleshed out by having groups design not only a character, but also a playable world for their opponents’ character to traverse (in a D&D style game).

  • Avatar Image Hillary Fotino, a level 7 monster with 26 posts — 4 months ago:

    Wow, I never expected to see this much activity on this post. Thanks for all your thoughts.

    To clarify what I’m going for, what I would like is for the learning to become the kind of mechanic that players would want to learn to improve at playing the game. Sort of like the types in Pokemon. If you look at the people in my age range, most of us can probably still name the 150 in order and remember the type effect-ability chart, but I can barely remember how to conjugate an ER verb in french and I learned that more recently.