![]() ![]() If your device "hiccups" when playing a game, you might want to reset it, following the instructions on Apple's site. I have played all the games, and most of them should play fine on all iOS devices, with the possible exception of the oldest iPod Touch. Wherever available, I have linked to free "try before you buy" versions - in many cases, they suffice to provide a good intro to the genre, and some can be upgraded to full game versions if so desired. I have used the list of genres discussed in episode #3 of my podcast series:įor each genre, I have selected two games, one to act as an intro, and a second one for further exploration, or as an alternative to the first choice. Some role-playing games take hours to really "get started" by contrast, Vay demonstrates all core mechanics in the first half-hour of play. While playing any given game through to its conclusion might be enjoyable, doing so for every game on the list is not likely to be a worthwhile pursuit for an instructor. The games should all demonstrate key aspects of their genre in the early stages of the game.Platypus is much more accessible, but still illustrates most of the key mechanics of the genre. For instance, R-Type is quite likely the best Shoot 'Em Up ever designed - but it is also punishingly difficult. The games should all be playable by beginners - but lead to expertise applicable to more difficult games.I've never seen a good educational game in the sports genre, for instance - but the way in which sports games present players with complex sequence-based tactical choices on the fly that are nonetheless learnable and manageable can definitely inform educational game use and design. Much of the power of games in learning can only be understood once the peculiarities of each genre gave been experienced. All key core genres had to be covered, not just the ones traditionally used in educational gaming.I have spent some time over the past year testing games (I know, tough job, poor me) so as to compile such a list. That only leaves the need for a game list as the sole unaddressed point - which is where this blog post comes in. The games are inexpensive, cover all key genres, and are playable on all iOS devices, from the basic iPod Touch, through the most advanced iPhone or iPad. However, over the past year, the economics of game publishing on Apple's iTunes Store have changed this situation dramatically. Until recently, remedying this deficit was nontrivial: the task of assembling a reasonably complete game collection could be quite daunting, given the cost of the games themselves, the need for dedicated consoles to play game genres not well-exemplified on personal computers, and the overall lack of a list of "games that matter" to help guide the process. This can lead to a range of more-or-less serious problems, ranging from unrealistic expectations about what can be accomplished, to a lack of appreciation for features and nuances of games that can be effectively exploited in learning scenarios. ![]() ![]() It is not uncommon for educational gaming projects to be undertaken by instructors who have either never played a videogame, or are at most familiar with one or two examples in narrowly defined subgenres. That said, one aspect of educational gaming still frequently goes unaddressed: the fact that many educators lack personal experience with actual gameplay. My own podcast series, Game and Learn, was designed to provide educators at all levels with a self-contained introduction to the core knowledge needed to use educational gaming effectively. Educational gaming continues to make headway, with recent news items focusing on the creation of a public school centered around it, the discussion of its role in civics education, and how it can be used as a way of improving STEM education. ![]()
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