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PLAYPOWER

We support affordable, effective, fun learning games. We're starting with an existing $10 TV-computer as a platform for learning games in the developing world.

Learning Game Lists

Simple iPhone learning games: Bookworm and Lights Off

Simple iPhone learning games: Bookworm and Lights Off

What learning games designs are most relevant to affordable, constrained computers? What games should the Playpower project be looking at?

  1. Learning games that are classics, with simple, influential designs (e.g. Math Blaster, Oregon Trail)
  2. Learning games for Famiclones (e.g. Typing School, Music Board)
  3. Learning games for related platforms such as the Famicom / NES (e.g. Big Bird’s Hide and Speak, Donkey Kong Jr. Math)
  4. Learning games for similar architectures such as the Commodore 64 or AppleII
  5. Learning games implemented on in a simple style on contemporary platforms such as Flash web apps or iPhone apps (Bookworm, SPiN, Geared)
  6. Universal memorization designs (e.g. Concentration, Simon)
  7. Universal simple interaction designs (e.g. Lights Out, Conway’s Life)

Which games someone feels are most relevant  depends on practical issues but also learning philosophy.

On the practical side: Could a given gave even run on a Playpower 8-bit? What is the difficulty of porting / reimplementing / reimagining the original design? On the philosophical side: What counts as a learning game? That is, what is your philosophy of learning? If, like Raph Koster, you subscribe to the very broad view that almost all games are fundamentally about learning, then the question is a categorical one (“Which games are learning games?”) but a strategic one (“Which games are best at promoting the kind of learning I think is important for this audience?”).

Your focus may be on the “three R’s”… or it may be on re-imagining “Brain Age” style cognitive-drill games… or it may be on enabling open ended learning through Logo programming or interactive cellular automata. Regardless, we are going to be assembling lists of existing concepts, designs, and products that address the potential of interactive learning on constrained computing platforms.

8-bit Learning Games: Oregon Trail, Donkey Kong Jr. Math, Typing Tutor

8-bit Learning Games: Oregon Trail, Donkey Kong Jr. Math, Typing Tutor

Below are a few lists to get started (some more relevant than others). Interestingly, there are some that show up in several different kinds of lists.

Educational Games Research has featured a number of popular lists, including:

NESguide: Educational/Children Games

The Top Educational iPhone Apps

Our collaborators at the CMU Game Research Library have been remixing some of these lists, and also building their own, such as: “Non-Educational” Educational Games

On the community forum, Noah Vawter has started looking at Commodore 64 typing tutors

…and we’re looking for more!

  • mathgames4
    I see Wii have the potential training educational in the future. Some of the wish list on educational game and training is not available today but I'm sure it is already on the list.
  • I think there is a framing problem in the design of the developer cartridge ... NES emulators are designed to help people play image files ripped off of NES game cartridges. But the target here is open development. So a cartridge might be designed that is easier to port programs into from other 6502 systems, and *easier to program ON the $10 computer itself*.

    That last point goes to the point that Dr. Mike Reddy makes ... the current design of the "developer cart" is focused on the game-production model, where the focus is on commercializing the software, and game programmers were very willing to invest a lot of effort working within the limitations of the NES because in the mid-1980's it was so hard to reproduce cartridges. But we *want* it to be possible to "grow in place" ... otherwise we are broadcasting, rather than planting seeds of development.

    Further, with no experience programming the NES but some programming the C64 ... if you want to port C64 and Apple II programs ... *you need more RAM*. Given lots and lots of banked ROM, 32K RAM might be workable - 2K RAM just is nowhere near enough.

    And the target ought to be to have the cartridge be field programmable *using the $10 computer itself*. Then, given the simplicity of the cartridge interface, anything that the $10 computer can do, a micro-controller chip being controlled from a PC can do.

    So, start from the $10 system perspective. There is an 8K saved-ram memory map that comes out to the cartridge. The 6502 is happiest with memory mapped IO. So taking the top little bit of that address space for memory mapped I/O leaves a 4K "clean" address space at the bottom ... that is 12 bits of the 19 bits of the 512K flash ROM, by writing into addresses from $6000~$6FFF.

    7bits of an 8-bit latch can hold the data for address lines A12-A18, with the top bit low as write enable (this can be wired-or'ed with the R/W line with a diode for the /WE line of the chip). The top 5 bits of those 7 bits can be the address lines provided when ROM bank0 is accessed.

    With a 32Kx8it Static RAM, a 4K (minus a few bytes at the very top for the I/O) can be provided with three bits of a second latch. That leaves five free bits, with is the ROM1 bank register.

    There is a single 6502 bus chip with two 8-bit registers and enough additional serial processing power to drive an SPI bus fast enough for SD access, so basically this is a three-chip cart ... the ROM, the RAM, the InterfaceAdapter chip ... plus an SD socket.

    Now, how to program the cart with a development system? You just need an interface to connect to the 8K RAM address space, so the cartridge programmer is a Famicom cartridge port with a microcontroller that does the programming ... that of course does not have to be designed with an eye to being as frugal as possible, since the cartridge itself can be programmed in the field using a correctly set up SD card and the $10 computer itself.
  • hiroshi
    I think that Personal Trainer: Math by Nintendo for the DS would make a very good 8 bit keyboard game. It trains you to do simple math faster. Also, there are a lot of mini-games in Nintendo's Brain Training series that could inspire educational games. The 8-bit games for older computers weren't as educational as they were entertaining, today's titles are not only better designed, they are based on real educational principles (from advice from experts in the educational field, not from amateur programmers).
  • WhymanDesign
    Keep up the great work.

    http://www.Whymandesign.com would love to creatively enhance your work for example with the user interactivity of the service and the organisation structure http://www.Traidmark.org

    http://www.WEBiversity.org is one example of how open source sofware can be used with that business model.

    http://www.Playgroundgames.org are also looking for co producers who can benefit from using an international broadcast network to 1. draw communities together (age/gender/race...) and 2. create an archive of the ways cultures play before they are lost for ever.

    Ed http://www.twitter.com/whymandesign
  • I think the decision to include The Oregon Trail in a list of educational video games to be distributed to underdeveloped nations should be considered with much more care and sensitivity. The game seriously ignores many real aspects of American history and completely leaves Native Americans out of the picture. It forgets to mention that European settlers in most cases drove off other peoples who had already made a home in the area. These issues are not secrets. Any internet search should come up with many more examples of cultural insensitivity present in The Oregon Trail.

    I would hope that we could keep our educational games as objective as possible, or at least fix serious flaws in presentation during the translation process.
  • dereklomas
    For the record, Oregon Trail does involve Native Americans... For an 8-bit game, I think it does a pretty good job of illustrating the conflicting emotions of people at the time. Not to say the game is ideal, but I do understand its popularity among educators and students.

    I'd be interested in what you think of the game, if you play through it again. It can be found at http://www.virtualapple.org/oregontraildisk.html
  • On the topic of how Oregon Trail originally depicted Native Americans, here is a short summary with a reference to a longer work by Bill Bigelow:

    Along The Trail: What does the player encounter along the way?
    http://web.wm.edu/amst/370/2005F/sp1/along_the_...

    Also: a more recent discussion of the game was a guest talk that some of the original Oregon Trail developers did at the Nerdery this month:
    http://blog.nerdery.com/2009/10/blazing-the-ore...
  • This is why, for me at least, it's important that the end user gets accessible dev tools. My wife trains Nurses for people with Learning Disabilities, and the the Disabled Community has the mantra "Not about Us without Us!" which means the best cutlurally significant and relevant software is probably going to be that which is developed within/for/by that community. Cultural Imperialism is only likely early on, or if the end users are trapped in consumption, rather than production of software.
  • Eric,

    I appreciate your concern about Oregon Trail being used as an accurate
    depiction of history (rather than as a simulation of particular
    concepts of travel and trade). Two points to consider:

    1. As far as I know, neither these games as such nor the list are
    intended for *direct* distribution in a curricular sense. Instead, the
    primary idea is to consider their designs as relevant *models* for new
    original learning designs on constrained platforms. This makes no
    particular claims about the merits of their content or form, or their
    fitness to a particular educational purpose. On the one hand, a new
    simulation about resource management and travel might be implemented
    along similar lines in a fictional world with no historical claims
    (e.g. Space Trail). On the other hand, a new game might use similar
    modeling methods of resources and travel as Oregan Trail, but instead
    focus on depicting an alternate dangerous traversal in history marked
    by limited resources (e.g. the Trail of Tears, the Bataan Death March,
    etc.)

    2. I personally don't think that cultural objectivity is possible (or
    desirable). There are contexts in which Donkey Kong could (and should)
    offend, or in which the idea of a "bookworm" might be culturally
    illegible and thus detract or distract from learning. Rather than than
    one-size-fits-all learning games, my personal opinion is that the
    mechanics and appearance, form and content of learning games should be
    appropriate to the learning community -- AND to the learning goals,
    whether they be historical, logical, or other. That's why I believe it
    is important to encourage broad access to as many new designs and
    platforms as possible, and consider as many models from the past as
    possible in fostering the design diversity of the future. I take your
    point however that there is no reason to be needlessly offensive or
    off-putting.
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