eGames: Is imagination the forgotten ingredient?
Section snippets
The cardboard box as a learning object
How many generations have said the equivalent of “When we were kids, we used to be happy playing with a cardboard box. Kids today need to have it all spelt out for them…”.? This, of course, ignores the fact that the versatile cardboard box is itself a technological marvel invented some years after the camera, locomotive, and telegraph. Not every country today can turn a tree into a cardboard box. It is an extremely adaptable educational tool in the right hands.
The archetypal adaptation of the
The spreadsheet – a modern ‘cardboard box’
But there is a ‘virtual cardboard box’ sitting under our noses capable of drawing students’ attentions away from the best-produced eGames. It is the ‘white collar cousin’ of the computer game – the ubiquitous, utilitarian spreadsheet. It was the spreadsheet that spawned the personal computer revolution. Games were originally packaged as stand-alone devices. It was not until a decade after the spreadsheet made a PC mandatory on the office desktop that the PC’s capacities grew to the level that
Letting imagination fill the gaps
The spreadsheet thus provides a blank cardboard box for the imagination. It can become a simulated castle, locomotive, spaceship, rap studio, doll house, or stage. Storyboard scenes can be populated with cartoon balloons and clip art characters. With the correct period graphical background, the spreadsheet with slider controls can form the hub of a game. The controls can be dressed up with graphical surrounds coloured with fill effects to match the backgrounds. It can become a Roman general’s
The meta-game in education
Such a loose stringing together of games and quests can be termed a ‘meta-game’. Essentially it is a structured set of clues and puzzles which directs players on a hero’s journey or mission. Clues can be obtained from books, the Web, a virtual world, an eGame, from other students, or from solving puzzles. In the school classroom this would merely be an extension of the traditional student project, directed research, or Web Quest to incorporate some of the motivational, social, and integrative
Conclusion
Successful authors have long warned against leaving too little to the imagination. As Stephen King (1981) put it: “What’s behind the door or lurking at the top of the stairs is never as frightening as the door or the staircase itself”.
The cardboard rocket cockpit, like countless toys before it such as the “wealth” traded to Tom Sawyer, reminds us that imagination is quite capable and eager to fill in the ‘reality gaps’. The spreadsheet has now closed the ‘programming gaps’ that might have
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