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Education Books Media Book Reviews Entertainment Games

Digital Game Based Learning 132

rjnagle writes "When Marc Prensky asked a colleague who had just returned from a training course how it was, she replied, 'AFTRB.' (Another #$#$^&# Three Ring Binder) . In his book, Digital Game-Based Learning , Prensky, an instructional game designer and founder of games2train, argues that computer games are more effective learning tools because they sustain interest and attention in settings where people are normally bored." To follow that train of thought (or if you just liked Ender's Game), read on below for Nagle's lengthy review of the book.
Digital Game Based Learning
author Marc Prensky
pages 442
publisher McGraw-Hill Trade
rating 5/5
reviewer Robert Nagle (aka Idiotprogrammer)
ISBN 0071363440
summary Visionary book on instructional design and game design.

Digital Game-Based Learning (DGBL) consists of two parts. In the first part, Prensky argues that the prevalence of video games has actually rewired our brains and made traditional learning methods less effective. In the second part, Prensky makes the case that DGBL can be used successfully by corporations to train people and offers practical advice (based on vast experience) about how to deploy game-based training methods. Throughout the book, Prensky examines aesthetic, cognitive and pedagogical questions surrounding such games and provides dozens of case studies to illustrate his points.

Prensky argues that current learning methods for young learners fail to engage learners used to interactive media. Learners now expect interactivity. Prensky writes:

Games Generation workers rarely even think of reading a manual. They'll just play with the software, hitting every key if necessary, until they figure it out. If they can't, they assume the problem is with the software, not with them--software is supposed to teach you how to use it. This attitude is almost certainly a direct result of growing up with Sega, Sony, Nintendo, and other video games where each level and monster had to be figured out by trial and error, and each trial click could lead to a hidden surprise. Games are almost all designed to teach as you go.

Prensky believes that the instructor-led classroom and the teach-test method are actually historical artifacts no more than 200 or 300 years old. The teach-test instructor-led class and its instructional methods arose partially from the rise of the printing press and the widespread availability of reading material.

Why then does the teach-test method still prevail? One reason may be the generation gap and technology gap between learners and teachers. Even technologically savvy educators have biases towards methods that worked while they were learners themselves. The way we learn is to some extent a byproduct of the cultural and technological milieu we mature in. Twenty years ago educators were extolling the virtues of reading books while youngsters (including me) were "wasting" their time before the boob tube. Nowadays, undoubtedly, there is a tension between educators pushing "media literacy" (media, in this case, often equaling conventional TV broadcasting) and students too busy making additions to their online Sims house or watching webcams of friends to care. No matter how much you may try to keep up, I once told a group of middle-aged Ukrainian teachers, your students will always be more hip to the technology than you.

This is not merely a matter of age but of comfort level. Growing up with a technology (especially at an early ago) makes using it second nature. According to the neurology and psychology research that Prensky cites, the brain reorganizes and rewires itself in response to cultural stimuli, so a child who plays videogames at night is bored at class not because of "short attention span" or bad study habits but because the child's brain has programmed itself to respond better to "twitchspeed" interactivity. Prensky cites John Bruer's statement that achieving this kind of brain reorganization requires students to spend "100 minutes a day, 5 days a week, for 5 to 10 weeks to create desired changes because "it takes sharply focused attention to rewire a brain." Then Prensky adds, "Several hours a day, five days a week, sharply focused attention--does that remind you of anything? Oh yes -video games!" (p 43) . Interestingly, Prensky cites research about how children with attention deficit disorder are using video games to retrain their brain and help them to concentrate. For the game-playing child, going to school means having to "power down" and endure teaching methods ill-suited to him. (p44).

After Sesame Street showed that you could educate children by entertaining them (and sustaining their interest), games (and sometimes even instructional technology) have focused on how to sustain this interest. In an age where pop-ups, 15-second promos and CNN updates are everywhere, it is no wonder that "gaining attention share" is the central concern. Children have learned the art of selectively being able to tune out media. How then to keep their attention? Interestingly, this concern parallels that of game developers looking for better ways to sustain gameplay.

A child once described playing educational games as "hard fun." When people are "playing," they forget inhibitions and self-consciousness to concentrate on the game's mission (i.e, "learning objectives"). When I taught English to college students overseas, I was surprised to find that one of my weakest and least confident student interacted adeptly to an immersive role-playing game with a strong English language component. From my viewpoint, she was quickly comprehending spoken dialogue and responding appropriately. From her viewpoint, she had just crossed the bridge and now could start digging for gold. Cognitive breakthroughs often require distracting activity to allow the mind to refocus (visionary Alan Kay wrote, "people have more brainstorms on the jogging path than at their desks."). Educators typically view educational gaming as useful mainly for drill and practice, but as gaming environments become more complex, edugames may be more useful in providing roundabout paths towards concepts hard to reach by traditional methods. To use just one example, computer aids allow students to manipulate data and geometric figures as a way to experiment with mathematical principles. Indeed, one of Prensky's most successful game projects, the Monkey Wrench Conspiracy, taught young learners/players how to do 3D computer design by setting them in a spaceship with a mission to make repairs before the spaceship blows up.

The most fascinating section for me was Prensky's juxtaposition of game design principles alongside instructional design principles. Even if one doesn't accept Prensky's historical analysis (and thoughtful detractors like Kurt Squier have pointed out shortcomings) or his argument that games should be more widely used for training, Prensky's theoretical overview of game design should interest people in both the education and game camps. Both game designers and instructional designers are obsessed with epistemology: how to reveal information to the player/learner in a way that sustains interest; how to use conflict to change the player/learner's behavior or attitudes; how to provide enough feedback for the player/learner to change behavior; how to present a simplified view of the world without distorting it; and how to permit freedom of exploration within the constraints of an object-oriented world or of a lesson plan. These are concerns, by the way, that also interest writers of plays and fiction, except that the "player" is split into two roles: that of character (who is controlled by the playwright/writer controls) and audience (who can emphasize and anticipate, but can't change outcomes).

Prensky's grid that maps learning content to game styles (p156) indicates that sufficient varieties of games exist to tackle any training challenge. Electronic Jeopardy style games can drill employees about company policies (and these templates are commercially available and widely used). Realistic simulation games, although probably more costly to produce, may actually reduce training costs whenever the actual equipment or training environment is expensive to begin with. Better that the potential pilot crash-land a few Flight Simulator planes, or that the combat soldier accidentally kill a few civilians within a simulation environment than for real. Prensky offers good questions for evaluating the educational value of computer games: do people using it think of themselves as players rather than students? Is the experience addictive? Does it encourage reflection? Would the game be considered "fun" by someone outside the target audience? Despite the similarities, there are important differences, Prensky would argue, between games that entertain and those that educate. For one thing, successful games require visual external action to sustain attention. But this is not needed for certain domains of learning. Games may be good for learning the process of putting together a Burger King hamburger (p264), but would a game be practical for learning Java programming? Or Freud's theory of the unconscious? It's probably not impossible to design such a game; both Java and psychoanalysis involve understanding low-level mechanisms of causation, recognizing aberrant patterns and being able to select the correct algorithm from the available repertory of solutions. Role-playing and collaborative simulations would help. But what the learner needs most is FEEDBACK, game or no game. The assumption behind Prensky's advocacy of game-based learning is that content needs "livening up" or that external motivators (like video games) are needed to drive the students toward learning. I am not questioning the value of these "external motivators." But I have to wonder whether Prensky's pedagogical approach implies that certain kinds of learning activities cannot be self-motivating. Sure, a game about Java programming might amuse the CS student, but the more crucial question (I would argue) is whether this student finds the very activity of programming in java to be "hard fun."

To Prensky's credit, he does not insist that game-based learning is the best strategy for every learning situation. Perhaps the most compelling part of the book is a discussion of more than 40 case studies where computer games have been cost-effective at training. They range from an animated courtroom game (Objection) to a customer service game (where in the world is Carmen Sandiego's Luggage?) to a Sexual Harassment gameshow and many fine examples from Prensky's own company (which can be sampled online for free). He offers helpful advice (undoubtedly gained from experience) about how trainers can launch and even manage such a project. Among his suggestions: befriend IT as soon as possible; choose urgent learning needs that are "boring, complex or difficult," and offer game-based learning in conjunction with more traditional methods and give learners the option NOT to learn via the game method. Prensky offers practical suggestions to companies with training budgets ranging from the hundreds of thousands of dollars to nothing. Although the book is two years old, it still gives a good sense of what your money can get you these days.

Critics usually argue that "e-learning" doesn't compare favorably to live teachers. That is missing the point; the real question is whether e-learning (and game-based learning) provides comparable learning at a lower cost. As e-learning and game-based learning becomes more cost-effective, Prensky predicts a fairly radical transformation of the teacher/trainer's role. To some extent, this has already occurred with the advent of collaborative and student-based learning. But trainers may spend more time choosing the best learning tool for students (or creating new ones!) than actually teaching in a classroom. Is this bad? Prensky mentions that "any teacher who can be replaced by a computer, should be." In this world of game-based learning, Prensky argues, teachers can play a vital role in ensuring that students adequately reflect on the problems or conflicts that arose during the game/learning activity. Games are good at interactivity but bad at reflection. They offer ample opportunities for learning by doing, Prensky says, but minimal opportunities for reflection. One student, asked what he learned from playing SimCity, said, "I learned that if I don't feed the people, they will starve and die." That is clearly insufficient. A good instructor can help the student explore issues more deeply: how do politicians decide about allocating resources? Does the feedback offered to politicians give an accurate reflection of society's needs and problems? What strategies worked or did not work within the context of the game? Would these strategies also work in real life? Reflection is not necessary for every learning context, but today's trainers can make sure students have enough reflection to reap the benefits of game-based learning.

Prensky's book is an excellent introduction to this exciting field. He writes superbly and has a good grasp on learning theory and software design. Although clearly an enthusiast, he never implies that DGBL is the only or best teaching method. Many of Prensky's successes involve computer games as a primary component, but computer games don't need to play a central part in a lesson to be useful for learners. For example, a student can attend a traditional foreign language class and practice at home using a computer game. Ultimately computer games may have more value as supplemental material than as primary material.

Prensky's critique of the traditional trainer is sometimes unfair, especially the "generation gap" thing. Technology is not essential for reaching younger learners (and some experts have decried its overuse). Resourcefulness, a well-designed curriculum and motivational ability trumps game-based learning every time (even Prensky would agree with that, I think).

If we accept Prensky's premise that instructional methods are somehow determined by the prevailing state of technology, one starts down the path of saying that instructional methods are subject to obsolescence. New teaching methods may be more cost-effective or more motivating, but they don't necessary repudiate the value of "old-fashioned" methods (indeed, there will come a time when DGBL will be regarded as old-fashioned, so Prensky better watch out what he says). Using teaching methods so dependent on a technology, I would argue, has the unfortunate effect of rendering teachers helpless in the wake of massive technological breakdown. If a trainer/facilitator skilled in DGBL suddenly found his classroom without Internet access, could he still train employees effectively? One of my most edifying experiences as a teacher came at a Albanian university in Vlore lacking not only computers, but also copy machines and yes, sometimes even electricity. Every day I walked to class, mentally having to plan for contingencies (no electricity, inability to obtain photocopies from a nearby shop) for the day's lessons. While I still managed to pull off some funky lessons (with battery-powered cassette players, magic markers, magazine pictures and large posterboards), I couldn't help wondering if my "innovative teaching methods" merely burdened me with more things that could go wrong. The flip side of Prensky's magnificent vision is the nightmare scenario of teachers so overwhelmed with newfangled technological aids that they opt for the tried-and-true (but technologically primitive) methods rather than risk losing a class to downtime.

Although the spectacular successes mentioned in the book were informative, it also might have been helpful to examine cases where DGBL have failed or turned out to be not particularly remarkable. Every so often, a new theory or learning method hits the world, and suddenly educators use this method whether it is appropriate or not. When is DGBL not appropriate?

When making the business case for DGBL, Prensky overlooked two important things. First, the obsolescence of technology and technological standards (and the perception of obsolescence) diminishes the value of custom-built games for corporations. This seems to be an argument for using cheaper mass-market games rather than convincing the CEO to fund an ambitious game project. Also, I'm surprised that the book didn't spend more time on one obvious advantage to DGBL: digital assessments. Computer games make it easier to verify that learners performed required tasks and to keep the performance data in digital form to demonstrate compliance. That would be a big selling point for human resources.

I've written elsewhere that as immersive games become more sophisticated and develop their own society and values, real life will start to resemble a video game and videogame prowess may become an end worth pursuing for its own sake. Now that weapons and radar systems look more like computer games, for example, military recruiters might be happy with legions of game addicts manning their battalions. As it becomes easier to gain knowledge and experience completely from computer games, the notion of having to learn things from real life will start to seem very strange.

Other Resources

Marc Prensky has put generous excerpts from the book online for free. His company website contain a lot of fun free/demo games, including (my favorite) "The Challenge." Expect it to be slashdotted for a while. You can also buy the book here.

Kurt Squire of MIT's Games-to-Teach project , has written a preceptive article, Reframing the Cultural Space of Computer and Video Games and many other things on game-based learning , including an excellent critique of Prensky's book.

Dr. Sivasailam "Thiagi" Thiagarajan writes frequently on using games for training. His Thiagi website contains lots of freebies as well as a free monthly newsletter with lots of game/training ideas.

Gamasutra has a separate section on writings about educational games. Free registration is required.

Although not explicitly about game-based learning, Steven Poole's book, Trigger Happy offers a sophisticated aesthetic analysis of videogame narratives and engagement.


Robert Nagle (aka Idiotprogrammer) is a linux nut, technical writer and trainer with a background in instructional design and game design. He works for Texas Instruments in Houston. You can purchase Digital Game Based Learning from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

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Digital Game Based Learning

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  • I did try (Score:5, Interesting)

    by too_bad ( 595984 ) * on Monday April 28, 2003 @12:08PM (#5825365)
    I actually went to their site and clicked on play a game. I chose business ethics
    and it brought up this solitaire game with questions after each move to the top.
    Its so very annoying. Either gimme the questions separately, I will answer them and
    move on with my day, or gimme a solitaire game, and I will play it until the meeting ends.
    Put both together and you are tying a boring game with a boring topic putting me to
    instant sleep.

    (sighs) Is this innovation at its best ?
  • by Mattygfunk1 ( 596840 ) on Monday April 28, 2003 @12:21PM (#5825476)
    .. computer games are more effective learning tools because they sustain interest and attention in settings where people are normally bored.

    I find it strange that every kid gets taught letters and numbers by using learning games, yet more advanced learning ignores this technique.

    I know that there are games that teach you to program (topcoder.com is an example), but the potential in all areas of training isn't used. Maybe we will see a trend towards learning games in the future.

    __
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  • learning to learn (Score:5, Interesting)

    by scrotch ( 605605 ) on Monday April 28, 2003 @12:28PM (#5825532)
    One of the most important parts of an education is to learn how to learn things on your own. You need to learn to research from available materials and to observe and analyze the real world.

    Video games don't teach this way. It would be very difficult to design one that would teach broadly enough to have this sort of benefit. What we have are games that reward hunt-and-peck experimentation like a rat pushing buttons until the food pops out rather than the shock. This teaches small lessons about specific tasks in specific environments. It does not teach how to develop a picture of the world at large. What we need is the (obviously beyond our means) world-reactive book in Stephenson's Diamond Age.

    The SimCity example is interesting. That game doesn't translate nicely into real life because you can't click on actual people to get a summary of how happy they are or what they want. You can't even get accurate information by asking most people. You get that information from observation, empathy and an understanding of the 'human condition' which is learned from literature, history and art.

    I can see children taught this way being utterly helpless when they can't find the video game that will teach them C++ or how to question their cell phone bill. They'll be looking for Divorce Master v2. They'll be small-task based and utterly manipulatable. Throw an image on the TV and their trigger fingers will start clicking with no idea what the long term might bring.

    Assumably this sort of teaching would augment rather than replace teachers. However, the trend in education has been toward employable task learning recently. Unless this remains balanced by broad focussed lessons, our society will be about as useful as its credit limit.
  • >computer game-based training has a place. I definitely agree. Perhaps we need to distinguish training versus education? I see computers as being most useful in training, especially technical training where you're learning a skill.

    I don't see them being as useful in teaching a concept. Perhaps in reinforcing it though. I remember a "game" in high school that let you get a little computer guy drunk and try to drive home. We had fun getting so wasted he could drive, but not pass out, and see if he crashed. We'd already learned the concept, but the game actually did a decent job of instilling how long detox took, increased odds of accidents, etc.

  • by Enonu ( 129798 ) on Monday April 28, 2003 @12:45PM (#5825658)
    I started playing video games at around the age of 6 with an Atari 2600. Soon, everything else became "slow" and "boring" compared to video games. I like playing the original tetris on level 19+, so you imaging how "bad" my condition is.

    After years of not getting the hang of it in school, I adapted my studying methods around 7th grade, and went from a C/D+ student to nearly straight As. My favorite studying method for was for memorization of material like vocabulary items. I'd get a partner who'd "blitz" me with questions that I would have to answer in under a second, e.g. "What's the subjunctive form of savoir for first person?" We would randomly switch roles to and from questionier and questionee.

    Not only would this method work nearly 100%, it allowed more free time since I'd be able to study for fact based tests in 30 minutes, preferably in the hall before class :) However, this method had the disadvantage that almost none of it was put into long-term memory. In other words, I'd repeat the process again for finals on the same material.

    As for problem solving tests and essays, programming helped me with the former, and essay grading was always too subjective for me to ever improve (random grades from C to A). Everybody is as full of shit as the next person as far as I'm concerned.

    So yep, I've been rewired by video games. Now I'm in the work force, but now I find that it's hard to apply my "twichspeed" mentality to work. Everything is too slow, and it's hard to keep the ball rolling.
  • by MoronBob ( 574671 ) on Monday April 28, 2003 @12:50PM (#5825702)
    I must have ADD really bad. I support any attempt to make learning more fun and effective. The state of "E learning now is pathetic. Most of the online courses I have tried are nothing more than page turners. The prices they charge for this crap is criminal. Maybe games are not the answer but I have had many so called instructors that make reading a 600 page tome on pattern matching seem fun. I think game based learning is just another tool that some learners may find helpful.
  • by PatientZero ( 25929 ) on Monday April 28, 2003 @12:53PM (#5825722)
    Don't think about replacing teachers with computers and stop there. The point is to use computers for tasks that computers are good at, freeing up the teacher's time to focus on things that computers can't do.

    For example, let's take basic math. The teacher typically spends a lot of time doing "drills" on the board, "What's 4 + 7? And 11 + 32? How about 9 + 18, Johnny?" Those that grasp the concept quickly must suffer through endless boredom. Those that don't must struggle to keep up.

    A computer game could do these drills (and I bet even the basic explanation of what the operators mean and do). Then the teacher could go around helping those in need one-on-one, maximizing personal interaction where it's needed most. As well, those that are doing well (easily determined by automatic scoring) could help out their classmates.

    I'm realistic, and I know this is not the be-all-end-all solution. The trick is recognizing that (a) teachers are expensive (and should be paid far more, but don't get me started), (b) their time is limited, and (c) each student learns at a different pace. With class sizes much larger than most people believe to be effective, any solution that relieves the teacher of rote tasks while still being effective is a win.

  • by weston ( 16146 ) <westonsd@@@canncentral...org> on Monday April 28, 2003 @01:04PM (#5825808) Homepage
    So yep, I've been rewired by video games. Now I'm in the work force, but now I find that it's hard to apply my "twichspeed" mentality to work. Everything is too slow, and it's hard to keep the ball rolling.

    A thought: try doing two things at once. People talk about the task-switching overhead, and it's real, possibly insurmountable for some tasks.

    However, I've noticed that when I have trouble paying attention (especially in a setting where I'm listening to someone present/lecture/speak), if I start to lose focus, get mentally restless, my mind is often sharpened by pulling out a math problem and working on it... usually nothing too deep, but a review of something I'm acquainted with, like the solution to an ammortization-related difference equation, or how raising something to a power n 10 changes its order of magnitude in base 10, or whatever. Anyway, as I work on that, I find my min calms down and I'm able to pay at least as good attention to what the speaker is saying as if I'd simply twiddled my thumbs.

    Don't know if it would work as well in many work settings. I have trouble doing something like the above and talking on the phone, for example, but I have taken programming breaks by doing the above....
  • by anonymous loser ( 58627 ) on Monday April 28, 2003 @01:07PM (#5825830)
    I played the "Cube Dude" game (a rip-off of pacman) w/Business Ethics. The game was absolutely awful. When you got to a blue box (e.g. power pill) you had to answer a question.

    First off, the game was slow as hell whenever you had to switch between game/question screens, even though it loaded all the questions in advance. Then, after answering a question, you are returned to the game, but the arrow keys no longer respond! So, you have to sit around waiting for one of the pathetic "bosses" to come get you, where it restarts you in the center, and the arrow keys work again.

    Second, the game's design and execution was mediocre at best, and that's being generous. I've seen better games on the back of cereal boxes, and no I'm not exaggerating.

    The sad part is that there are plenty of games that make learning fun. Take a look at "Where in the World is Carmen Sandiego?" for example. Even a Trivial Pursuit-style game can be fun, if it's implemented correctly. The stuff I saw on that website was definitely not fun, however.

  • Great for kids (Score:3, Interesting)

    by Dread_ed ( 260158 ) on Monday April 28, 2003 @01:08PM (#5825845) Homepage
    I have thought that games or television could be used to introduce children to concepts from mathematics that are usually learned by people who are much older.

    Two formats come to mind. One being "explicit" where the actual material is taught in an undisguised and straightforward, yet entertaining, format. An example would be a logic puzzle based upon a mathamatical principle. The puzzle is solved by getting the right clues from the gaming environment and using them to solve the puzzle. The gamer/student learns the principle and applys it to get to the next obstacle and progress in the game.

    The second would be "allegorical," where the information is related by the interaction of characters or plot elements to convey meaning under the guise of something else. An example is to name characters after, say, trigonometric functions (sin, cos, tan, etc.) and relate their behavior and interactions with each other to their mathematical qualities. The benefit of this method is that it could be used to introduce young chilren to these concepts long before they actually encounter the material academically. Then, when the material is introduced, the child finds that the mental model required to understand the concepts is already in place! All the student needs to do is make the connection. This method seems like a natural fit for television progamming.

    Just my $0.02.
  • by Rubel ( 121009 ) on Monday April 28, 2003 @01:11PM (#5825871) Journal
    I found the classic Maxis game SimEarth to be both informative and addictive. Informative in that you had to work within a particular system to nurture your planet, and addictive because of the sense of accomplishment that you got from exploring the many different possibilities. I remember my first dinosaur civilization, and the first time I realized that my planet was overheating and becoming unlivable.

    The good part about it was that it broadened my horizons and introduced me to new possibilites, encouraging me to learn more about planets, ecosystems, and the solar system.
  • by Suidae ( 162977 ) on Monday April 28, 2003 @01:35PM (#5826131)
    Because you learn social interaction, and school teaches you how to learn.

    Hmm, I was a typial smart geek type in elementary school. School taught me 1) geeks make good dodge-ball targets, and 2) teachers spout boring, obvious information.

    I still remember in 2nd grade the art teacher standing in front of the class holding her ring up to the light, sqinting through it with one eye, telling us how round it was, and that our construction paper circles should be just like that. I was thinking 'no shit, but how am I supposed to cut like that with these damned blunt lefty kid-sissors?'
  • Re:learning to learn (Score:2, Interesting)

    by hardpack ( 655741 ) * on Monday April 28, 2003 @01:44PM (#5826205) Homepage Journal
    As a middle- and high-school teacher, I'm working on integrating the Sims in a learning environment, similarly to how Prensky proposes in What Kids Learn that's POSITIVE... [marcprensky.com], but in a slightly different way.

    With the Sims, students can experiment with modelling a different personality or type of interaction with other characters, and formally analyze how you learn about other peoples' wants and/or needs.

    I feel that if I had the training to formally analyze social situations, even at the most superficial, it would have made my own social maturation a bit easier from the start.

    If you focus and guide the lesson and not just give them a "game to play," these can be used very effectively.

    Now, I have to figure out how to get the money to *buy* the Sims... (Teacher salaries + school district budgets) is basically adding zeroes.
  • by Linknoid ( 46137 ) on Monday April 28, 2003 @06:29PM (#5829617) Homepage
    The thing about games for me, it's not so much that they teach actual skills as much as they help me get interested in the subject that they're about. A couple examples:

    Ever try to read the Silmarillion [cts.com]? It's full of tons of different names and places and all kinds of stuff, and it can be tough to wade through it. But after playing Angband [angband.org] for a while, so many things were taken from the Silmarillion, when I finally read the book, the names had a familiarity to them as I try to connect them to what I saw in the game, and in the process, the very dry book becomes interesting. And when I played T.o.M.E. [t-o-m-e.net], the geography of Middle Earth became much more interesting, because I had to navigate it myself in the game.

    Another example: Robo Odyssey [aol.com]. This game was written back in 1984, and it teaches the player about logic gates and electronics design. I wish there were a more modern implementation of something similar (anyone out there know of anything similar?) that let you wire with logic gates to solve puzzles, but it really got me interested in doing logic design. I never did beat the game, and it had bugs, but the concept is great for teaching logic and electronic design.

The key elements in human thinking are not numbers but labels of fuzzy sets. -- L. Zadeh

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