School is largely considered boring. That's the answer most schoolkids will give you if you ask them. And think back to your own schooling, no, not with rose-tinted glasses on, properly think back to how often you sat in a lesson bored out of your mind learning how to add the seven continents to the six wives of henry the eighth. It was dull wasn't it?
So when you got some free time as a kid, the last thing you wanted to do was learn. Sure, learning is important, you do need to know stuff to get on in life, even the stupidest of people needs to know the basics of life, the universe, and something at the very least. The last thing you want to do is learn more, hence why your homework was always left until the last possible minute and sometimes it was a miracle it was done at all.
Thus the last thing you ever wanted to do was learn in your spare time. So learning things need to be camouflaged as something fun. When you were very little you probably had stacking blocks with letters on, they were educational, and to a baby, fun. As you got older, learning toys got more sophisticated, but there was always some sneaky toy that was meant to teach you.
However, this almost never seems to transfer to videogames. Almost all of them are unbelievably patronising. If it's not an image of a cat with the caption "C _ T" underneath, it'll be simple mathamatics or other such things. Almost always pre-school stuff. It's like once you hit primary school, that's it, videogames are purely for fun.
Because everyone knows you can't make a fun challenge out of learning. It's not that if you're learning you're not having fun, but just that all videogames have some degree of challenge to them, and after a certain point the challenge in learning is greater than the fun you can make it in gaming. Or is it?
Enter Scribblenauts.
Scribblenauts is a game, developed by 5th Cell, the people who made the highly creative Drawn to life. It's central aim requires you to utilize tools in order to get hold of the games collectable objects, the Starbrites. To do this, you must pick which tools are best for the job. It so far sounds like a conventional game right? Well, I haven't yet mentioned what the tools are yet and, assuming you've avoided all commentary about this game, this is the part the internet has gone batshit insane over. Your tools are anything you can think to summon.
The game apparently has over 10,000 items that can be used. Hence why the internet is currently going crazy for it. The creative appeal is enormous. People are wraking there brains for words that will stump this game, looking for words within there extended vocabulary for words to beat the game. They're trying to learn new words that outsmart the game. Yes, they want to learn.
So this game challenges you by making you extend your vocabulary, and rewards you for your efforts. Isn't that the very definition of learning? This game is being hyped as a fun and clever game, for it's gameplay, almost nobody realises that this has potential as a learning tool.
It's not just useful for English either. Put the game into another language setting, and the game will challenge that too. Making it useful for learning to think of things in a foreign language. Okay, it can't teach someone whose never speaking a word of Spanish how to learn it fluently, but to someone who has some experience, but isn't yet perfect, there's the added challenge of learning to extend the vocabulary of your second language.
So this game is educational. But is it fun? Well, we'll find out when we get to play it, but if top gaming magazines are hailing it as great, then I doubt it'll be any different between now and then, bar some tweaks and bug checks. So perhaps Scribblenauts will be the first fun educational game?
If nothing else, it's something to use in defence of games the next time somebody kicks up the age old "all games are evil murder sims". A game about creating things, that rewards intelligent thinking, and encourages you to try everything.
Even if that means you'll spend a lot of time blowing everything up.
So when you got some free time as a kid, the last thing you wanted to do was learn. Sure, learning is important, you do need to know stuff to get on in life, even the stupidest of people needs to know the basics of life, the universe, and something at the very least. The last thing you want to do is learn more, hence why your homework was always left until the last possible minute and sometimes it was a miracle it was done at all.
Thus the last thing you ever wanted to do was learn in your spare time. So learning things need to be camouflaged as something fun. When you were very little you probably had stacking blocks with letters on, they were educational, and to a baby, fun. As you got older, learning toys got more sophisticated, but there was always some sneaky toy that was meant to teach you.
However, this almost never seems to transfer to videogames. Almost all of them are unbelievably patronising. If it's not an image of a cat with the caption "C _ T" underneath, it'll be simple mathamatics or other such things. Almost always pre-school stuff. It's like once you hit primary school, that's it, videogames are purely for fun.
Because everyone knows you can't make a fun challenge out of learning. It's not that if you're learning you're not having fun, but just that all videogames have some degree of challenge to them, and after a certain point the challenge in learning is greater than the fun you can make it in gaming. Or is it?
Enter Scribblenauts.
Scribblenauts is a game, developed by 5th Cell, the people who made the highly creative Drawn to life. It's central aim requires you to utilize tools in order to get hold of the games collectable objects, the Starbrites. To do this, you must pick which tools are best for the job. It so far sounds like a conventional game right? Well, I haven't yet mentioned what the tools are yet and, assuming you've avoided all commentary about this game, this is the part the internet has gone batshit insane over. Your tools are anything you can think to summon.
The game apparently has over 10,000 items that can be used. Hence why the internet is currently going crazy for it. The creative appeal is enormous. People are wraking there brains for words that will stump this game, looking for words within there extended vocabulary for words to beat the game. They're trying to learn new words that outsmart the game. Yes, they want to learn.
So this game challenges you by making you extend your vocabulary, and rewards you for your efforts. Isn't that the very definition of learning? This game is being hyped as a fun and clever game, for it's gameplay, almost nobody realises that this has potential as a learning tool.
It's not just useful for English either. Put the game into another language setting, and the game will challenge that too. Making it useful for learning to think of things in a foreign language. Okay, it can't teach someone whose never speaking a word of Spanish how to learn it fluently, but to someone who has some experience, but isn't yet perfect, there's the added challenge of learning to extend the vocabulary of your second language.
So this game is educational. But is it fun? Well, we'll find out when we get to play it, but if top gaming magazines are hailing it as great, then I doubt it'll be any different between now and then, bar some tweaks and bug checks. So perhaps Scribblenauts will be the first fun educational game?
If nothing else, it's something to use in defence of games the next time somebody kicks up the age old "all games are evil murder sims". A game about creating things, that rewards intelligent thinking, and encourages you to try everything.
Even if that means you'll spend a lot of time blowing everything up.




