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speeder · 5 years ago
I own a educational game company.

Long story short: it doesn't sell.

At my company we identified, at least if your target is kids, two ways to sell edu games.

1. Sell them to institutions, like governments, schools, companies, whatever. Thing is, the features they look when choosing a game to buy, are ones most likely to make the game unfun, the end result is often boring stuff noone WANTS to play.

2. Sell them to the public directly, but word of mouth here is often poor, specially if your age range is narrow, for example if your target is kids between 4 and 8, the kids will play the game, love it, but parents won't tell other parents to buy it, most of their friends probably WON'T have kids the same age.

Thus if you are going for fun games, you need path 2, and to do path 2 you need a ton of exposure that is NOT word of mouth, we found out this means or you have massive marketing budget, or you have some kind of connection to media so they advertise you cheaper.

Our biggest competitors all ended being media companies themselves, for example Disney is an obvious one, but another was Toca-Boca, at first they looked like a tiny indie studio, but somehow they ALWAYS get featured in multiple magazines, store front pages and so on, eventually I found out they were created by a multi-billion media empire named Bonnier,

Since then I found that is easier to get money from creating other things, since I don't have the necessary media connections.

Well, even NORMAL games often need media connectios (for example, Jon Blow was a journalist before he made Braid, Nintendo literally printed their own magazine for a while, the indie clique that existed around TIGSource was heavily tied to CMPMedia, many of them being presenters in events, or being friends of their employees, or working for them directly, the whole thing is very "incestuous").

shafyy · 5 years ago
We also tried to make educational games and came to a similar conclusion. The truth is, kids (or adults) don't want to play "educational" games. They just want to play fun games.

And, let's be honest, games that try to teach you math or science are just not as fun as Fortnite or Minecraft.

Now, you can make the case that some games are educational by mistake. Like Minecraft, Age of Empires, Sim City or Kerbal Space Program. But noone would see them or describe them as "educational" games.

So, what we're trying to make now are creative games. In my opinion, creativity is extremley important and there are fun ways to be creative, that are not eductional in the strict sense. For example, Lego comes to mind.

c3534l · 5 years ago
I would think Maxis actually tells you the best way to be a success. Maxis doesn't say their games are educational and players don't feel like they're trying to be. But they were, and Maxis wanted them to be. I've heard Will Wright talk about giving his kids things like microscopes as "toys" that let them play and explore which causes them to sort of learn against their best intentions. If I were to get into the educational software space, I would go the Maxis route of making games for gamers, marketing them as wholesome for all ages, and then having a secret educational agenda. That is, I'd try to straddle the line, and maybe if I were good at it, word of mouth would spread and the school administrators would hear positive feedback from their students and teachers about how engaging the games are. You would essentially have to create your own market since one doesn't exist; you'd create a need administrators don't know they have.

Alternatively, you could go Minecraft and hack in education through mods and stuff to existing games kids are already engaged in.

But I fully admit as much as I admire Maxis, I don't work in that space and unless I win the lottery I won't be quitting my job to get into educational software any time soon.

mcv · 5 years ago
> "Like Minecraft, Age of Empires, Sim City or Kerbal Space Program. But noone would see them or describe them as "educational" games."

And that's the problem. Because they are educational. And because they are both educational and fun, people are much more engaged to learn from them than from "real" educational games.

People who play Europe Universalis learn way more about early modern history than they ever learned at school. As Randal Munroe pointed out, you learn way more about orbital mechanics from KSP.

If you want to make truly educational games, you shouldn't focus on the educational part, but take the educational part and wrap it in tons of fun.

Of course there are topics where this is going to be hard. I have absolutely no idea how anyone could make a fun game that revolves around German grammar. (Or do I? The best way to learn a language always seems to be to actually use it with a native speaker. Having a friend who speaks the language you're trying to learn would be a great way to do that. There might be something here.)

But something like geology could be part of a simulation where you need to find certain resources, and that's easier once you understand how those resources are formed. And then there needs to be something fun to do with those resources, of course.

Balgair · 5 years ago
There's an old adage in screenwriting: Don't give the audience 4, give them 2+2. This is the Kuleshov Effect [0] for scripts.

By giving them the little details, you engage the audience (well, most of them) and make the work more compelling. Medical and Crime procedurals are this in spades. Sherlock Holmes is still idolized.

Educational genres are explicitly against the Kuleshov Effect. The whole point is to get to 4. The audience is not exactly unengaged (video games are engaging by definition), but they aren't drawn in. There are no compelling mysteries or 'flaws' that they help solve with the story of the game. Just a computer holding back an answer.

[0] https://en.wikipedia.org/wiki/Kuleshov_effect

klenwell · 5 years ago
The lesson here reminds me of one of my favorite Malcolm Gladwell essays about McDonald's failure to market healthy fast food back in the 90's:

The McLean was a flop, and four years later it was off the market. What happened? Part of the problem appears to have been that McDonald's rushed the burger to market before many of the production kinks had been worked out. More important, though, was the psychological handicap the burger faced. People liked AU Lean in blind taste tests because they didn't know it was AU Lean; they were fooled into thinking it was regular ground beef. But nobody was fooled when it came to the McLean Deluxe. It was sold as the healthy choice--and who goes to McDonald's for health food?

https://web.archive.org/web/20081218211703/http://www.gladwe...

the_af · 5 years ago
They can't compete with Fortnite or Minecraft, but Castle of Dr. Brain was so good I played it back in the day and didn't think of it as educational ;)
usrusr · 5 years ago
Every game that contains an element of simulation that strives for realism is educational in that you walk out knowing a lot more about the simulated topic than before, often more than you ever wanted, and often more than what's in the sim. E.g. when I was playing counterstrike I found myself embarrassingly well-read in the Wikipedia pages about the history of modern firearms. Who would have guessed that "the Startgate gun" isn't just a very creative movie prop?

But this kind of knowledge acquisition only ever teaches the lowest hanging fruits, it's no substitute for drilling in the basics. Even lifetimes spent passing KSP won't bring you to a point were you could design your own rocket.

jmcqk6 · 5 years ago
>And, let's be honest, games that try to teach you math or science are just not as fun as Fortnite or Minecraft.

Only if you try to do it very naively. Most of the time, these "games" are "lets put blinky lights around match equations."

That's definitely not how you turn math and science into games. You turn them into games by making engineering games.

There was a really great paper I ran into a decade ago that looked at the theory making by players of World of Warcraft. Players were coming up with complex mathematical models for how to play the game most efficiently. THAT is how you make math a game.

The goal of the game shouldn't be "let's solve these math problems."

The goal of the game should be anything but that, and then you setup the game so that the best way to reach that goal is to use math.

Science opens the door even further, because hypothesis and experimentation is a fundamental part of playing games.

There was a recent post on here regarding the best ways to learn electricity. One of the top replies was to use some minecraft mod. I don't know anything about that mod, but that fact that it was one of the recommendations really said a lot to me.

app4soft · 5 years ago
> For example, Lego comes to mind.

And as a "video game"-like free alternative to 'real Lego' there are LeoCAD app + LDraw Parts Library, which are suitable for creating 'digital Lego' models by kids.[0,1,2]

[0] https://github.com/Symbian9/AWESOME-LDraw

[1] https://github.com/leocad/leozide

[2] https://ldraw.org

shafyy · 5 years ago
This discussion prompted me to write a blog post about this topic: https://shafyy.com/post/education-starts-with-a-spark/
dangoldin · 5 years ago
I learned a ton of SAT words just by playing Diablo 2 over and over again searching for magical and unique items. Kind of incredible.
rvanlaar · 5 years ago
Hear Hear,

I came to the same conclusion for software that caters to teachers. Teachers don't buy that, the administration does. They don't feel the pain the teachers are having.

It also applies to programming lessons. Yes, everybody thinks it's important. No, it's hard to make a living selling it.

alphydan · 5 years ago
>> Teachers don't buy that,

We do. See the success of teacherspayteachers.com or tes.com. As a teacher I have spent hundreds of dollars of my own money to buy resources. Simply because I don't have the time for the admin to claim the expense.

The problem is that most resources are bad, if not terrible. The ones that are good are not adapted to what you need, not customisable, etc. You may have come up with a great resource but it has to tick a lot of boxes. Not because the teachers don't love real learning ... but because our hands are tied.

We have this huge volume of content to cover in a limited amount of time and standardised tests await. If your resource doesn't use the same notation, terminology, depth ... some students may be more confused than helped (of course the very smart ones will make deep connections ... but you have to teach for everybody). It's not an easy problem to solve but more time / money for good teachers is the obvious place to start.

hrktb · 5 years ago
It seems the author is not thinking about games (educational or not) in the common sense, but in way broader terms:

> A video game is just: > > (a) a simulation of reality > (b) with fast feedback loops.

I’d agree with both of you.

“Educational” games are a hard sell. I’m a parent and the educational mini-games pushed by school is boring to death and won’t stick with my kid. It’s hard to articulate, but the underlying principle of trying to teach a specific thing doesn’t go well. Yet the ones that I found that seemed to work ok had way lower “educational” focus, and it was hard to recommend over any other standard game.

Then simulations stick very well.

Minecraft is a barebone one and “teaches” a ton of true and untrue stuff. Racing simulations stuck, flight simulator stuck, hell even lego simulator stuck. I see animal crossing in the same vein, and am trying to find a serious fishing simulator as a beginner’s guide to fishing. And kids can spend hours on Streetview for the same reason.

ImaCake · 5 years ago
I'd argue that micro controllers and educational/programmable robots fit into this category as well. They allow the kind of play and learning that makes them both engaging and valuable for education.
eru · 5 years ago
The original Sim City also comes to mind. It teaches a lot, but is still fun.
OGWhales · 5 years ago
The author even mentioned how games designed to be educational are usually boring and not well received.
an_opabinia · 5 years ago
How does your quantitative implicit data about how good your game is, for example retention and session length, tell the difference between a a game kids like to play and a game that parents force their kids to play, because parents believes it improves test scores?

Is cram school popular with kids, just because they are in cram school day after day and spend most of their time there? It definitely improves test scores.

Anyway, my point is, your quantitative feedback for fun, it is confounded by being educational ie parents anticipate it will improve test scores or whatever.

Coercion is the placebo not the treatment. That is why this article is sort of bunk. It’s adults literally discussing how to meddle with what their kids are interested in, in the exact same breath as describing how the best and most educational parts of childhood occurred in the absence of adults and their priorities.

manfredo · 5 years ago
I think this post wasn't about dedicated educational games, but rather education they occured naturally through gaming. E.g. Kerbal space program teaching basics of aerospace. One of the most prominent examples I had in my childhood was Fire Emblem for thr game boy. It's basically Kumon, you're constantly doing basic multiplication, addition, and substraction to tell whether a given unit will win in a fight. Similarly world of Warcraft teaches basic economics, if you want to turn a profit selling stuff on the AH.
david-gpu · 5 years ago
But how much are you learning relative to the amount of time you spend playing the game? I would expect a little of learning for a lot of time. You may as well study for a while and go play with your friends later.
op03 · 5 years ago
Good point. Being more of a movie guy than a gamer watching some of the stuff these days on screen I keep wondering what education would be like if the people behind the Matrix or Pixar or Tom Cruise were involved in the design (alongside the pedagogical expert).
OGWhales · 5 years ago
In fact, the author even said games designed around education are usually boring or not well received.
1auralynn · 5 years ago
Spot on. I received a small ($150k) NSF grant back in 2010 and made a semi-popular science education app/game for iPad. It was featured by Apple a few times and was even in an iPad commercial - it made basically no money.
kayhi · 5 years ago
Can you share the name and does it still exist?

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blueboo · 5 years ago
I think it's this simple:

Making successful, novel games is very difficult. Most people/groups fail.

Adding an educational component multiplies the unlikely probability of success by a very unhelpful coefficient.

Adrenaline, story, polish -- this aspects now compete with an educational aspect.

indigochill · 5 years ago
It is true that making games is hard and making a profit on them even harder. I disagree, however, that adrenaline/story/polish necessarily compete with the educational aspect. I think The Learning Company soundly disproved that through the mid-90s.

I happened to be in the right place at the right time to benefit from the height of the education game boom in the early/mid-90s, so I got to play the fun Math Blasters, ClueFinders, Carmen Sandiegos, Incredible Machines, Dr. Brains, Zoombinis, and also a bunch of adventure games which featured some logical/observation puzzles like the Myst series (never mind others mentioned like Oregon Trail, Civilization, etc). So I'm a strong believer that -someone- could pick up the magic that The Learning Company (and Broderbund) once owned.

reaperducer · 5 years ago
You have a lot of laments about "media connections" to let people know about your business. I think you're looking at this wrong.

It's not about "connections." It's about doing business the old-fashioned way: advertising, and hiring a public relations agency.

Advertising is self-explanatory. But for some reason a lot of tech companies don't hire PR firms. They like to cheap out and do PR in-house, or they simply never think of it.

It's the PR firm's job to have the "media connections" you so desperately crave. Tech people are notoriously bad at public relations, so it's perfectly logical to farm this out to people who specialize in just this sort of thing. There are even boutique PR agencies for various industries, including tech. But in your case, you should have hired one of the several hundred that specialize in education.

You could have been the next Oregon Trail!

msla · 5 years ago
Do you have any hints on how to pick a good PR firm? The last thing anyone needs is to hire one who thinks it's a really neato idea to buy a few weeks' worth of pop-unders on the OANN website.
jfkebwjsbx · 5 years ago
> It's the PR firm's job to have the "media connections" you so desperately crave.

Any meaningful connection is going to be too expensive for someone like GP, I am afraid.

> Tech people are notoriously bad at public relations

Please avoid (false) generalizations.

drewcoo · 5 years ago
How is it any different from selling any other non-entertainment service?

#1 Institutions means administrators with budgets.

a) What do they want their budgets to do?

b) These things are presumably on networked computers. Can you aggregate and present data to those purse-string holders to justify their expense on an ongoing basis? Do your stats make their spending look smart?

#2 The public means people who spend money on things for kids. Likely parents.

a) Do you just get parents to buy things to get their children to stop asking for them (unlikely for educational software) or do you figure out what else parents expect as a result?

b) Do you show parents results? On an ongoing basis do you show them progress? Maybe text them in the middle of the afternoon when their kids achieve something meaningful?

Spooky23 · 5 years ago
I’ve served on a school board and can say at a high level that parents get pretty crazy about weird things, games included. Boring stuff that checks boxes is the safe answer for an institution.

If it’s fun, the school will get bombarded with complaints about taxpayers paying for games, the devil inside the computer, etc. Parents tend to not care or think about outcomes if the angry box is ticked.

The best fun things are maker projects. The tangible outcome is understandable to people. The educational content/value varies though.

throwawaygh · 5 years ago
> a) What do they want their budgets to do?

Increase test scores, keep themselves employed and friendly SB members in office, and reform the institution/field in their image (or, for the cynical ones, make them look like leaders in the field). In that order. And lots of other stuff that's not really relevant to software (e.g., maintain the physical plant, retain good teachers, etc.)

> #2 The public means people who spend money on things for kids. Likely parents.

Meh. IME parents have almost no influence in software purchasing decisions (because they mostly just don't care). Even the board doesn't really dive that deep into the administration's budgets unless they're considering a change-of-command. In fact, the superintendent might not even weigh in on software depending on the size of the district. Activist yahoos might gripe about budget items, but can usually be safely ignored. Especially for software, which is often a rounding error even in the IT portion of the budget.

isx726552 · 5 years ago
> Long story short: it doesn't sell.

This can often be a problem with education in general, not educational games specifically.

Trying to make money in education is like trying to make money in news: you can’t. Both are vital, and both ultimately no one wants to pay for.

Disclaimer: I used to work at an educational startup, which failed. No, I’m not bitter. (Well, maybe a little.)

raxxorrax · 5 years ago
Had a similar problem in medicine in a startup, which also failed. Although people did want to pay, you can only have large scale deployments if your are able to finance multiple studies over multiple years. By then smaller manufacturers are most certainly broke.

Want to make money there? Don't try to find cures or therapies for indications a small percent of people suffer from. Just invent another beauty cream, that's where the money is. No, I’m not bitter either, just maybe a little.

dynamite-ready · 5 years ago
Making games, especially ones that sell at any volume, as the blog suggests, is extremely hard. And that's why the 'Educational' market is traditionally believed (or possibly, 'percieved') to be very tough (i.e. Professor Layton, or Where in Time is Carmen Sandiego).

Those games will always exist.

But what the blog author appears to allude to, is a latent category of games, that already exist, but he believes their true market value to be hidden.

Kerbal Space Program appears to be the most overt example of the class of games the author identifies, but I'd argue that most of the EA licensed sports games offer a similar experiential quality (I'd worked at a sports analytics company and know, for example, that FIFA rankings are used as a starting point for some lines of investigation).

I also remember learning more about cars from Gran Turismo, than from any other source of information I had access to. Including the internet.

As a lifelong video-game enthusiast, the article resonated with me, as I've always believed this potentially educational property of great video-games to be one of the most valuable parts of them. Though to date, it feels like successful manifestations have proven to be surreptitious, rather than prevalent, or even recognised at all for such qualities.

Agentlien · 5 years ago
This reminds me of surgical simulation where there was always the debate between making more realistic and educational simulations or, on the other hand, making the graphics more shiny because that tends to impress the person making the actual purchasing decision at hospitals.
sanotehu · 5 years ago
A solution to this is having user-chosen programmes with an allotted study budget. This is the model in UK post-grad medical education.

I know around London there are a couple of schemes running that teach practical skills using outdated non-sexy software that nevertheless works because of its strong educational underpinnings and excellent practical execution.

craftinator · 5 years ago
I've spent a lot of time thinking about this. I had a fairly blasé education that involved switching schools a lot. Looking back, I can see that most of the information recall I have came from video games. The Civilization series taught me history, math science and logic came from the Dr. Brain series and a hodgepodge of other games, time and resource management came from Sim City and real-time strategy games, and more formal and specific subjects from Khan Academy.

The problem here is one of reward. I loved the challenge inherent with Dr. Brain; the puzzles did a great job at teaching basics of chemistry, biology, math, and I was actually accomplishing goals I was interested in. I think that the disconnect it that the people making these purchasing decisions do not remember what motivates children, what goals they are interested in achieving.

lend000 · 5 years ago
I don't think the author is referring to video games specifically geared towards education. If anything, real video games, especially social multiplayer ones, provide complex environments to learn from, and sufficiently open-ended games reward innovation and creativity, while also encouraging gamers to reverse engineer game dynamics.

For example, I learned the ideas behind "merchanting" (i.e. arbitrage and price discovery) at a young age through Runescape, where some time and patience could leverage capital to buy small amount of coal from casual gamers on less populated servers and sell large amounts on busy servers at a 50% markup.

ashtonkem · 5 years ago
One of the great challenges of the 21st century is that what the markets are rewarding seems to be tenuously connected to the public good, at best.

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acwan93 · 5 years ago
It’s similar to many other industries, such as enterprise B2B software, where your buyer is not necessarily the actual user of the product, so you end up marketing and building features catering to the buyer (school administrations, parents) instead.
tmaly · 5 years ago
What type of product would be easier to sell to kids in your opinion?
Wowfunhappy · 5 years ago
Hmm, The Oregon Trail comes to mind as an educational game which was quite fun, and clearly sold to a lot of institutions. Do you have any thoughts on how that came about?
kubanczyk · 5 years ago
Ugh that sure were early times! Nevertheless Wikipedia says: "By 1995, The Oregon Trail comprised about one-third of MECC's $30 million in annual revenue."

And it doesn't matter how much of it was sold to institutions. What matters is how many users benefited from this game and similar ones (Railroad Tycoon, Civilization, etc. come to mind).

ses1984 · 5 years ago
Most educational games are straight garbage. I'm sure there are some good ones but there is a lot of chaff to sort through.
MattRix · 5 years ago
How does something like Prodigy fit into this? It seems quite successful at being an edu-game.
bluGill · 5 years ago
I'm not sure how educational it is. They clearly are selling to the schools first as we wouldn't have found it without our teacher assigning some activities for home schooling. I thought about paying for it, but I want my kids to spend more time outside instead of in the house... They act better for more time outside.
watwut · 5 years ago
Another issue is that majority of parents of 4-8 years old have zero motivation to buy educational game.

I mean, I would not buy it either unless it is something super special or I am dealing with a problem.

greenhatglack · 5 years ago
Bonner basically owns and runs Scandinavia and parts of mainland Europe, you’re going up against a few countries. It’s hard, I wish you luck.

Side note: Bonnier, apart from being a media empire they can destroy your life in seconds also has a schtick where they got a few companies pretending to be startups, like the example you just posted now. Some get acquired others get started by them.

kubanczyk · 5 years ago
Is that strictly a bad thing? Ok, we've got industry that makes non-educational games (I'm thinking the headshooting type, truly non-boring stuff). But there is small-ish money in that market, it's just retail after all! The same industry will happily jump onto a wagon containing some REAL part of the education budget.

Create some captivating productions, spend real money, because I don't get that assumption that education deserves only cheap boring educational "games" of today.

That's a political program - deep cut of the less effective part of 19-century structures. Kids generally like learning, parents know that, and they see how bad schools are now, so political gains are waiting right there.

cinntaile · 5 years ago
They don't really own countries though, it's just a multinational media company. I don't find it very surprising that you use your mother company to increase your media presence, that seems like the right move to me?

Toca Boca was part of their venture arm [0] until 2016. They invest in companies with growth potential. Sometimes those companies are early stage companies, sometimes they're a bit older.

[0] https://www.bonnierventures.com

esperent · 5 years ago
> Bonnier, apart from being a media empire they can destroy your life in seconds

I've never heard that the Bonnier group goes around destroying lives. Do you have any examples of them doing so?

adrianhon · 5 years ago
The author claims “where games mostly fall short is that they’re not that transferable to the real world. The skills you learn are highly specific to that game,” but “this will change,” because the cost of game development is decreasing. But his conclusion doesn’t follow; we might get more educational games, but not necessarily ones with skills that are more generalisable.

As someone who’s spent the last 15 years making “serious” or educational games, the larger problem is that while it’s hard enough to design a good game that’s fun, it’s even harder to design one that’s fun and educational. So hard that most designers simply don’t bother, especially since it isn’t that lucrative.

mettamage · 5 years ago
@adrianhon: here's my trick.

Instead of creating serious games. Teach people to be serious players!

I have learned a ton from the following games:

- Poker (statistics)

- Any game (English)

- Factorio (programming / software design)

- Warcraft 3 (mental arithmetic and resource management)

- World of Warcraft (market manipulation -- I created a temporary monopoly on an item and earned 500 gold within an hour as level 20 player, culture -- I met a South African person who spoke Afrikaans while I spoke Dutch)

- The Werewolves of Millers Hollow / Maffia (politics, lie detection -- or lack of it, the difference between bad actors and ignorant people doing the exact same thing)

- Imperial 2030 (investing)

burntoutfire · 5 years ago
For most people, poker will probably more likely lead into a gambling addiction (or at least a habit of regularly flushing money down the train at the tables) than an inquiry into probability and statistics. Most people are probably just not inquisitive enough to dig into the maths behind poker.
joshvm · 5 years ago
[For kids] I think you can rule out any online game, or any gambling game (both will be age restricted). Saying that, teaching kids how to play cards is probably worth it. Board games are generally good for mental arithmetic, particularly Monopoly. And there are less "gambley" card games that teach statistics - Bridge, for example. Pretty much any card game which forces you to assess the odds of what your opponents have.

There are some decent puzzle video games out there. I grew up playing The Logical Journey of the Zoombinis, which was essentially a series of puzzles where you had to figure out the rules (Mastermind style) or your blue fellas wouldn't make it to the promised land. Some of the puzzles were genuinely hard and it was one of the few standout educational games I remember. I like this Steam review:

> This game is exactly how I remember it. And that's a good thing. Zoombinis is about a group of refugees who look for home on a new land. You get to meet many racist locals who discriminate you based on your appearance and you can work as a slave by making countless pizzas for an insufferable anthropomorphic tree stump. 10/10. Highly recommended.

I wondered about general RPGs or adventure games, but while those are fun (and good for language), the puzzles tend not to be that educational IMO. A lot of the time your performance depends on how well you can guess what the developer intended - these are not perfect worlds, but you play as if they are, so actions you might expect to perform often don't work. I definitely used GameFAQs a lot growing up.

That said - I did learn about the concept of reliably seeding PRNGs to make enemies drop the best loot in Golden Sun.

[1] https://en.wikipedia.org/wiki/Zoombinis

WrtCdEvrydy · 5 years ago
- Eve Online (spreadsheets)
foobiekr · 5 years ago
I really like Factorio but I think it's a bit of a stretch to describe it as teaching programming or software design. Maybe, conceptually, data flow.

Certainly, Human Resource Machine does teach programming.

watwut · 5 years ago
The time spent vs how much one learned is pretty bad tho. And also related, games like world of warcraft are massive time sunk.
Balgair · 5 years ago
One trend I've found interesting is take industrial design software tools (things for CAD, PCB, FPGA, etc) and then 'dumb' them down and add hostile creatures to destroy the player's designs. It's not a bad method. Literally, make simple code and add hostile bugs to it.
lostgame · 5 years ago
I learned a lot about statistics from Pokémon.

My friend went to school for statistics because of it.

WalterBright · 5 years ago
> Imperial 2030 (investing)

I expect you'll find that investing for real is very different from investing in a game. Investing for real means trying to control your irrational impulses such as greed vs fear of loss.

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mrhappyunhappy · 5 years ago
I did the same in WoW :) Bought up all the versions of a certain item in AH and sold at extreme markup over time. As more came up on AH I’d just buy them all up and continue. This lasted for quite some time and I diversified into other items. Let’s just say I could afford anything in that game :)

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montagg · 5 years ago
That latter part is important: there's currently no incentive for the outcome the author envisions, at least not enough to produce truly great outcomes that are better than education as its exists today. Consider that many teachers have some pretty strong emotional and non-monetary incentives (they have to if they want to stick through all the bullshit) to do a good job, and it still produces educational outcomes that aren't great.

While I do think student-driven activities within game-like feedback systems have a lot of promise for education, the educational system today could not use them effectively, and developer incentives today are not aligned with the outcome. However, you don't necessarily need actual software to come up with these systems. Consider Rafe Esquith's classroom economy, where students paid rent for their desks, could get income for different extra credit activities, and could buy other students' desks so they collected the rent instead of the teacher. Not a bad way to teach a whole host of complex economic issues without any software, and he did it for fifth graders. https://www.thinkadvisor.com/2012/05/22/teachers-charge-stud...

Imagine if all teachers were incentivized to experiment with these kinds of systems, and if they had the support to design and implement them, software or not.

scollet · 5 years ago
I somewhat disagree with both these assertions for different reasons.

A. Games mostly fail because of non-transferrable skills is not an interesting point. Most books, most paintings, most music follows a uniform distribution of mediocrity. This is the role of curation and recommendation networks. Skills of discernment, reactivity, and higher cognition can be gleaned from games at a very young age.

B. Designing educational games can be a layer cake of complexity with the veneer of entertainment. I may be an outlier, but calculating expense sheets in Total War and following traffic laws in GTA were very formative experiences for me. They aren't the primary goals, but effective systems around the primary goals.

There is a glut of puzzle and puzzling games for people of all ages to enjoy, now more than ever. I don't buy the argument that developers aren't trying. I think people are walking in with biases and summarizing games as a whole.

IggleSniggle · 5 years ago
I agree with you, and I also think whether games will be educational or not often as a great deal to do with temperament. But, like other media, put high quality, rich content with multifaceted depth is key to making an environment in which someone could learn something.
pcmaffey · 5 years ago
> "where games mostly fall short is that they’re not that transferable to the real world."

I'd argue that this will change because the "real world" will begin to more and more resemble games. Sports are a good analogy for this. There are entire cultures and subcultures, people's entire lives based around sports.

jrumbut · 5 years ago
This si true and also exactly why this isn't such a great idea. If education is done by video games, employers will need to make work like video games, and that will l, naturally, pervade other aspects of life. The skills will become transferable because people use the skills they have and don't know what they don't know.

I guess as a non-gamer I would appreciate less of life looking like a game? I am also very concerned about the lack of socialization in learning from games. Ultimately, for most people, getting along with others is by far their most important skill.

camehere2saydis · 5 years ago
> the "real world" will begin to more and more resemble games

Especially as the kids whose brains grew up on videogames are already becoming decision makers and shaping society in their own image. Not saying that's a bad thing, either - the world is probably better off resembling a video game than a bad trip.

imtringued · 5 years ago
I personally think most games just aren't realistic enough. There is this game where you use a plasma cutter to take a space ship apart. The plasma cutter doesn't actually slice panels in half. They just disappear.

Minecraft is a bad game for learning to how to craft in real life because there is this work bench thing that does everything from basic wood working to building industrial machines. You don't need a hammer, screwdriver, drill, bench vice, manual saw, etc. There are some mods that force you to use basic chemistry to do things like create sulfuric acid or electrolysis to separate hydrogen and oxen in a long chain [0] to finally get a 4x multiplier on your ore. Those were a learning opportunity but the rest of the game just isn't like that.

There are games like cataclysm dda that at least require you to have the right tools to craft something but that game is already hard enough as it is even though its crafting menu is a huge oversimplification.

The closer these games get to reality the better they teach you about the real world.

funkaster · 5 years ago
I came here to say something similar. Several assertions in TA are just plain wrong. Making educationa video games might sound great, but it’s so incredibly hard that you might better spend all that time and money and invest it into training teachers to be even better at their job and maybe learning how to leverage tech to support their teaching.
Alex3917 · 5 years ago
> it’s even harder to design one that’s fun and educational

Everything that exists in either the natural or human world exists because it's part of some sort of game. So yeah it might be hard, but almost by definition it should be possible.

tchaffee · 5 years ago
Hot takes from people with no experience in the field are only interesting to other people who have no experience in the field. It seems developers are particularly prone to this hubris. I don't find many doctors writing about the future of programming languages, or teachers writing blogs about the future of medicine. Yet you can find thousands of these hot takes from developers about the future of education. Or pick your subject. Even worse you can find startups by these folks. Startups who are getting it wrong with people's education.

I would have way more tolerance for these articles if they started with "I have never studied education, I have not taught children, I haven't done the homework or any reading on pedagogy, but I would like to do some thought experiments on hacking education...".

Brainstorming can be useful and bad ideas should be welcome during brainstorming. I understand why it is embraced on HN. But it has to be closer to the end of the spectrum of experts brainstorming than it is closer to the end of the spectrum of monkeys randomly typing a work of Shakespeare.

Imagine junior programmers brainstorming the future of cryptography. It's just going to be cringe. Nothing significant is going to come out of it. Of course they should do it between themselves. And that's where it should end.

As far as why video games are not the future of education, there are many things worth learning that are best learned by doing them, not by taking part in a simulation. Speaking and understanding a language, playing a musical instrument, painting, public speaking, tying knots, soldering electronics, using shop tools, and many more. All things I learned in public school and many of which I still use. My public school wasn't amazing. I could point out many flaws. But the good teachers I had were pretty amazing. Take that human out of the picture and replace it with a video game and I would have learned far less.

If you want to know the things that could immediately be improved about public education and have a measurable positive outcome, talk to teachers and get ready for some pretty obvious answers that are generally going to require more money.

Does that mean video games don't have any future in education? Of course not. But they are nothing near the silver bullet promised by the author.

throwawaygh · 5 years ago
> I don't find many doctors writing about the future of programming languages

That's because they don't care, not because they are more humble. Similarly, I don't see many programmers opining about surgerical techniques or scalpels or whatever the medical equivalent to PL design might be.

There are lots of doctors and lawyers who opine about education. And not just opine, but also shape policy. Go check the professions of the SB members in the closest wealthy suburb. I guarantee there will be at least one doctor/lawyer/business owner with zero education experience. Not just stating opinions, but spending considerable resources to win an elected office and shape local education policy. SB members with some prior experience in education are much more likely to humbly defer to the administration than lawyers/doctors/etc. IME.

And there are lots of teachers posting hot takes about covid or policing.

I don't think hubris is unique to programmers. You just see it more often because you hang around programmers.

blondin · 5 years ago
i agree with OP and i also see what you are trying to say but OP is saying something that is deeper that resonates with me.

OP is saying that we are trying to integrate or otherwise assimilate other fields. you know, the software is eating the world thing.

now doctors you just gave as example aren't trying to do that, are they?

Alex3917 · 5 years ago
> Hot takes from people with no experience in the field are only interesting to other people who have no experience in the field. It seems developers are particularly prone to this hubris.

This is definitely true about developers, and this is one of the biggest problems with HN.

That said, I think this particular article is spot on. Not everything is best taught through games, but right now 99% of stuff isn't taught at all, and a lot of the stuff that isn't taught could be taught through games.

FWIW the specific mistake you're making is thinking about this in a way that overemphasizes the context of the school system.

There’s also no contradiction between learning through games and learning by doing. Everything we do in real life has game-like properties, you just have to find them.

tchaffee · 5 years ago
> FWIW the specific mistake you're making is thinking about this in a way that overemphasizes the context of the school system.

I am? I have spent literally thousands of hours volunteering for a free online education platform that operates entirely independently from school systems. Although some schools do use it. Some of my family was home schooled. Along with that I have actual teaching experience outside the public school system. I still don't consider myself an expert because I know far less about teaching than I do about my main gig: programming and technology. But claiming I am thinking about this in a specific way is a wrong assumption on your part.

> There’s also no contradiction between learning through games and learning by doing. Everything we do in real life has game-like properties, you just have to find them.

The article is about video games, not games. For some things there is a contradiction. If you want to learn to ride a horse or play guitar then a guitar or a real horse is the game. A video game will never come anywhere close to just picking up a real guitar or riding a real horse.

chromanoid · 5 years ago
Everybody can make children, so how hard can it be to educate them? /s

I totally agree with you. I think especially teachers face such know-it-alls much more than other occupations.

Not that I know it better, but thinking video games can replace human interaction is so silly. Probably all teachers knew it long before Hattie's meta study, the teacher is the key to good learning....

yiyus · 5 years ago
I also agree with you, but I think there are good reasons teachers face this more than other people. Everybody has been educated, all we have been exposed to the work of educators. All we have thousands of hours of experience of how the education system works. That does not make us capable of doing their work (and, certainly, it does not make us capable of doing their work better), but everybody has a relatively well formed opinion. On the other hand, most people do not have an opinion about how to improve programming languages, for example.
jay_kyburz · 5 years ago
Yeah, but what if that teacher is not Human.

There is a lot of really short sighted thinking in this thread. AI will be better than us at everything within the next few hundred years.

It's kind of a flippant remark, and not very useful, but its true.

AI will be better than a human at making me happy, and it will be better at comforting me when I'm sad. It will be better at motivating me and it will be better at teaching me and my kids things.

gfodor · 5 years ago
Modern education is such an abject failure that those “experts” you mention should be begging people from other fields for new perspectives.
tchaffee · 5 years ago
Based on what criteria? Which countries? When was it better and by how much?

Also worth mentioning that everyone is the best armchair quarterback in the world. If you've got new perspectives that are so effective, start your own school and show the experts how wrong they are. Get rich by offering such a better product. It should be child's play to do measurably better than an abject failure.

imtringued · 5 years ago
You might not understand the nature of video games if you compare it with an extremely narrow topic like cryptography. Video games are closer to media than to a tool that enables a certain outcome. The definition of a game according to Total Biscuit was basically "A game must have an explicit or implied failure state". The potential space for things that can be considered a game is incredibly vast but it is still a powerful enough definition to exclude other vast forms of media such as audio, video, written text or static visuals.

Obviously the idea of a silver bullet doesn't work. The term "media mix" exists for a reason. Popular franchises are conveyed through lots of different media and the same is also happening in education. Video games are just adding to the "media mix" not replacing it.

tchaffee · 5 years ago
That's a fun and useful definition, so thanks for that.

I think it's worth clarifying that I did not compare video games to cryptography. I compared programmers brainstorming about education to junior programmers brainstorming about cryptography.

amatic · 5 years ago
> Yet you can find thousands of these hot takes from developers about the future of education. Or pick your subject.

I think you've missed one big point of the article. Videogames will become the reality of education when they become easy to make, so that it doesn't require an army of programmers to implement.

tchaffee · 5 years ago
I didn't miss that point. I explained why a video game or any kind of simulation is never going to be better for many subjects. No matter how easy video games become to create, they are often not the best teaching tool at hand.
jay_kyburz · 5 years ago
I think this is because developers can see where software and AI is going, and what it can do. We see our human weaknesses, and can imagine what tools could do better.

We want to build tools that will help teachers do their best.

(Also sometimes you need to just burn down the establishment and start over because everything we know is wrong. )

fullshark · 5 years ago
Look at what the “elites” do to educate their kids. Do they long to put their kids in front of a computer to play video games or do they pay top dollar for tiny teacher:student ratios at great facilities with competent teachers/leadership?

I can’t imagine anyone dealing with kids learning from home this lockdown and thinking education should be more technologically driven.

zippy5 · 5 years ago
Education primarily suffers from a motivation and accountability problem. Obviously, this problem can be solved by throwing money at it, but how can it done more cost efficiently so that’s available to everyone? Online education has problems right now because the teachers provide motivation via the relationship, which will always be less evocative than an in-person interaction. It’s possible that video games could provide alternate motivation solution that would be more effective for someone.

However, it’s worth recognizing that the wealthy are not necessarily optimizing educational value. A cynical way to look at it might be to say that they are really ensuring the scarcity of graduates and limiting internal competition to make their kids look better.

lordnacho · 5 years ago
That's not to get educated, that's to drill for exams. I mean sure we call it education, but it's not, it's for making hamsters who will make powerpoint slides when they're older.

Real education, understanding the beauty of nature and mathematics, you need to teach yourself. Sometimes you will find inspiration in school, but mostly you are learning how good attitudes like keeping organised and doing your preparation.

musicale · 5 years ago
> I can’t imagine anyone dealing with kids learning from home this lockdown and thinking education should be more technologically driven.

With the possible exception of the social aspects, lockdown distance learning seems like a waste of time vs. self-directed learning. Which could be as simple as letting kids do things outside and around the house. Or maybe providing bookmobiles and mobile libraries, maybe even a small budget to allow each kid to buy some affordable paperback books from an educational publisher like Scholastic, or cheap used books.

Perhaps schools could focus on providing resources and support for whatever students might actually want to learn (perhaps from a broad list of options) at their own pace, rather than forcing a particular curriculum at a pace dictated by the school.

Technology-wise I am not sure that the current lockdown remote classes are more beneficial than, say, playing video games (or other games) for a couple of hours a day, which would also probably be more fun and social (though single player games are also fine) and more enjoyable for parents as well (especially if they get to play a bit too.)

watwut · 5 years ago
> Or maybe providing bookmobiles and mobile libraries, maybe even a small budget to allow each kid to buy some affordable paperback books from an educational publisher like Scholastic, or cheap used books.

Kids don't want to read and read less then they used to.

My kids did learned more from lockdown online classes then from games. I can tell this one with certainty. It was less then they are normally learning in school.

IG_Semmelweiss · 5 years ago
This.

The biggest failure of education today is that its oriented towards an outcome (tests / uni) that is dubious at best, detrimental at worst

OP is correct to identify dev cost as holding the key to software-based education. Here is why:

Education today is the remnant of the industrial assembly line model. That worked out great...for fridges and cars.

Children are not fridges. Children are not cars.

This education where 1-size-fits all produces the worst outcomes. It holds back brilliant students and leaves the challenging cases behind.

Software will solve all that due to (eventual) low cost customization.

In order for this to work, many planets have to align. In particular, some idealists have to let go of the model where all students should learn x topic. The entire curricula must be on the table

In other words, society must come to accept that 1) learning will not be uniform ie some students will get more out of school than others and 2) students will pass on topics we take for granted. Biology , civics, algebra etc....all gone, provided that students can explore AND dive deep into an alternative topics they care about, whether that is mechanics, geology, philosophy etc.

In short. Kids today are going to school memorizing some info, yet learning nothing. Thet should instead be able come out masters of topics they are interested in, if indeed that's all they care about.

This would be prohibitively expensive to do with teachers as it would require a 1:1 ratio.

Software can guide that journey.

taeric · 5 years ago
It is not that it needs more technology. Education is driven as much from access as it is anything else. Access to teachers is huge. But, failing that, access to educational things is pretty good.

I know my kids got better at quick multiplication from number crunchers. Pretty sure I got better at math from as seemingly non math based games as old RPGs.

nr152522 · 5 years ago
Double dragon II on the NES taught me a lot about the world.

I discovered where “New York” is, what “Nuclear War” is and what a “Crime Syndicate” is, all from the story cutscenes.

I also later learnt that, in real life, big bosses don’t just disentegrate after being defeated.

imtringued · 5 years ago
Not everyone can afford a good teacher. Basically your idea is that only the rich should have access to good education.
jay_kyburz · 5 years ago
I'm a game developer who just finished a few months of home schooling 2 kids, and I agree that games are the future of Education, but not for the same reason as the author.

1. I think we'll eventually have software manage the progress of our children as they learn. It will present new ideas when they are ready for them, and test that old ideas stay fresh in memory. Software can do a better job than a teacher can, because the lessons can be tailored to the student. (rather than the whole class at once)

2. The software can do a better job at encouraging a student to "want" to do the tasks. Teachers can use praise, rewards, and sometimes punishments, but software can open up a whole world of other things. What happens next in a story? Leveling up characters or objects you care about? Competition? Mystery Boxes?

It was never fun to grind through killing 100 Goblins, but you did it so that you could get the magic sword at the end.

The hard part is not software development. The hard part is finding things that students want to work towards, then give them so much of it that they want to do it all day long for 13 years.

manofstick · 5 years ago
> It was never fun to grind through killing 100 Goblins, but you did it so that you could get the magic sword at the end.

I think you're taking exactly the wrong lesson from that. It wasn't fun to grind through the goblins, but it wasn't challenging either. You did it because you could turn your brain off. I opine that if it did require thinking then the world would now be overrun with goblins...

redbar0n · 5 years ago
I think he took the right lesson in that case. I at least did it for the rewards. I for one don't do tedious and mind-numbing tasks, that involve serious involvement over time, just to turn my brain off. I might do the dishes, but that is very time constrained, and not something I repeatedly come back to doing unless I have to.

On the contrary, games usually inspire work by precisely _being challenging_. That's what normally keeps people coming back to play them for their own sake (the autotelicity of games).

jay_kyburz · 5 years ago
A lot of my kids math and reading is not hard either. He just needs to do a lot of it, over and over. He is 8 so he is learning a lot of times tables and spelling.
throwawaygh · 5 years ago
1. See "competency-based education/learning". I have some experience doing this. First, it's really hard to do in American schools because of the grade progression system enshrined in funding formulas through rigid scheduling of standardized tests by age (instead of by competency level). Second, software can keep track but definitely can't make the assessment. And keeping track isn't really valuable; teachers can do that today with a really simple Excel spreadsheet. So I don't really see a big role for software here.

2. There's a lot of research on extrinsic motivation in K-12 education. I'm skeptical, to say the least.

jay_kyburz · 5 years ago
Ok, so many things to comment on here.

Firstly, there are a lot of other countries than America.

Secondly, re grade progression system, the issue is not what broken system you have now, we should strive to improve the education of our children.

There are clearly a million was that software can make assessment better. Software will eventually be able to read an essay and provide feedback on how well the argument was made, as well as the nuts and bolts of how sentences are put together. Software never gets tired after reading 30 other essays. Never grumpy, never phones it in. Teachers are human.

We study intrinsic vs extrinsic motivation in the games industry as well, but to be clear, _almost all_ motivation in education is extrinsic now. Nobody is doing their math homework because its fun. They do it so they won't "fail".

But I agree that just bolting some lame point system on top of exiting work is mostly a waist of time. The work and rewards need to be tightly coupled and the hard part is to blur the line between intrinsic and extrinsic motivations.

Imagine for example the task is to convince an AI to buy you a pony. You have to write a persuasive essay as to why you should have a pony. The AI can respond to your essay with their own arguments. You can then respond to their augments and pushing the discussion forward. You could do it every day in 10th grade. How good would you be at persuasive writing?

disqard · 5 years ago
Check out the PLATO system [0]. It was built in the '60s and was a connected, online learning environment which would tailor its content delivery based on the student's learning rate.

[0] https://en.wikipedia.org/wiki/PLATO_(computer_system)

TigeriusKirk · 5 years ago
We used PLATO in some class I was in at Ga Tech in the mid 80s, I think maybe chemistry. I remember thinking it was pretty neat, but that it was simplified and I wasn't learning that much from it.
pcmaffey · 5 years ago
Video games will change education in the way that books changed education (speculation I know). They're not a replacement for human discourse, for the teacher-pupil relationship, for social fitting, etc. But they make learning scalable and accessible in a way it wasn't before.

I'm most hopeful we will see this in maths. I know this has been talked about for 40 years with computers, since Papert's Mindstorms (highly recommended if you haven't read it). But the potential to teach math through immersion as you would a native language IMO = the potential to leap society forward exponentially.

Why hasn't it been built yet? Lots of comments in this thread already about the blocking incentive model and education system. 100%. I'd look instead outside the system, to something like Minecraft. Obviously, we don't want to privatize education into the hands of some monocultured tech platform. But a diversity of games that teach different things to people at different levels? That supplement social education? That are fun first? eg. Here's a basic word game I built that everyone seems to enjoy, and is also a great vocab lesson: (https://apps.apple.com/app/esoterica/id1505210583).

If we can find the right models to support such a diversity (we're certainly not there yet), I see great promise in that future.

kemyd · 5 years ago
Related: https://notesfrompoland.com/2020/06/18/poland-puts-computer-...

Quote:

Poland’s government will add the computer game This War Of Mine to the official reading list for children in schools, the prime minister has announced during a visit to the developer of the game, Warsaw-based 11 bit studios.

“Poland will be the first country in the world that puts its own computer game into the education ministry’s reading list,” said Mateusz Morawiecki, quoted by Polsat News. “Young people use games to imagine certain situations [in a way] no worse than reading books.”

lubujackson · 5 years ago
What consistently gets missed in educational software is that it tries to teach rote memorization through gameplay rather than process. Games excel at teaching process quickly - learn by doing, learn by experiencing. And yet we have had 30+ years of crappy games about jumping on the right number to learn multiplication tables.

Games should supplement traditional education, not attempt to replace it. They should fill in the gaps and extend what can be taught. Teach the scientific method through a mystery game where you have to compound evidence to validate a theory (or better yet, invalidate it - equally valuable). Instead of math word problems have characters with problems you can solve using various methods - don't make the player do the math, train them to identify the right tool to use (a geometry problem, an algebra problem, a calculus problem).

Fill in those educational gaps that people only improve by stumbling in the dark.