Gambling Never Pays
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Game: | Gambling Never Pays | Subject(s): | Microbiology, Disease | |
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Publisher: | edugames4all | Grade(s): | middleschool | |
Developer: | City University, London’s City eHealth Research Centre (CeRC) | Platform: | web-based, flash | |
Release: | 2010 | Cost: | Free | |
Genre: | Mystery / Puzzle | Time to Play: | < 1 Hr. | |
Perspective: | 2D | Teacher Time Investment | 2-4 Hr. | |
Audience: | Adolescents | Stand Alone: | No | |
Date of Review | Aug 3, 2015 |
Description
The e-Bug Detective Game is designed for 13-15 year olds, whereby the player becomes an “e-Bug Investigator” who attends the scene of an 'incident' that involves microbes. There are four missions in total – each involving a mystery that the player needs to solve. The overall mystery is sub-divided into multiple problems that must first be addressed, leading the player to their overall conclusion. The player must find evidence to support and negate their own ideas, in addition to those presented by the characters in the game. In the process of solving the mysteries, the player learns about microbes. http://www.edugames4all.org/IntegratedCRD.nsf/a2e0dec55e90eaac80257914005ad890/5f6258a854e1777f80257914005cac50?OpenDocument
Source: Game Site
Screenshots
Summary
Provide a summary of the review and the overall rating, out of 100.
This game does a reasonably good job of presenting the material to be learned in an interesting and entertaining way. There is no audio and no teacher support that I could find. This game could be used as *past* of a unit on microbes & antibiotics but it shouldn't be the only resource. The lack of teacher support gives this otherwise reasonable game a low score. If teachers are prepared to create lesson plans that use this game, it could be worthwhile.
Detailed Review
Gameplay, Art & Audio
How is it as a game? Is it fun? Is it Interesting?
How does it measure up esthetically? This includes visual and auditory components.
Content & Originality |
Are the game elements well developed and appropriate for the game? Does it show original thought? Does it follow accepted norms for the genre? ~OR~ does it have new take on known genre? 1) “It’s quite clear from the initial splash screen that the game is patterned after Phoenix Wright. http://www.capcom.com/phoenixwright/ I happen to like Phoenix Wright played through a number of the games. I think this format holds considerable promise for educational games because there is almost no animation, audio does not play a large role. The Phoenix Wright games are what I would call games on rails, namely, there is really only one correct way to the end. It is effectively a branching story. With the right balance of narrative and interaction , this can be a fun game.” |
Set, Settings, Characters & Costumes |
Does it seem to be appropriate for the game? Is it: Appealing. Distinctive. Sufficient variety. Original or appropriate. |
Audio |
Does it seem to be appropriate for the game? Is it: Appealing. Distinctive. Sufficient variety. Original composition or appropriately credited There is no audio |
Teacher Support
Is there adequate teacher support to make viable for use in a formal setting?
Plug and Play |
includes lesson plans with thorough instructions for using it in the classroom (or other target environment). Will not require large time investment to make it “teacher-ready” |
Supplementary resources |
for teachers (background, how to use, where to get help) exist, and are both complete and readable. |
A community |
exists where teachers can go for help, support, to share. It is clearly identified and easy to find. |
Educational Content
How well does it appear to deliver on its educational objectives? (This is is an analysis performed without user studies, so it is not possible to verify this here. That is left to other methodologies.)
Instructional Design Is the design in keeping with Merrill's 1st Principles of Instruction? Each principle is assessed pass/fail, and the score is the sum. |
As a portion of a unit this could work, but I wouldn't use it as the only resource. |
Assessment |
Is scoring in the game related to the learning content? Doesn’t keep track of what player has already done unless it’s wrong. |
Where possible, links to studies using this game in educational settings are listed and studies cited.
Magic Bullet Assessment
How does it fare when viewed through the lens of the Magic Bullet Model?
This section examines the game through the lens of the Magic Bullet model to see how well the various learning elements are balanced. This looks at both the overall balance and the educational components
Bullet Class: MUST Learn ≈ CAN Learn 1
For a more detailed explanation, see: Magic Bullet Assessment |
In each of these categories the rating is determined by how well the balance of the elements fits the type of game it is, its intended use and audience.
Educational vs Discretionary |
Is there an appropriate balance of learning and fun? This is one of those games where, “You will like this game if this is the sort of game you like.” |
Instructional Strategies
Not Scored
What instructional strategies does it use?
There's a great list <HERE> (Kelly Jo Rowan) and <HERE> (Saskatoon Public Schools) as well as HERE at the Survival Guide for Teachers Site
Theoretical Underpinnings
Not Scored
What theories, models, or principles were used in the design of this game? For each theory checked, include a brief explanation.
It is easy to superimpose a number of different theories on to this game, but it is not clear if any of them were deliberately used in the design. It is clear that they used scaffolding to help the player learn the things they needed to learn in order to solve problems presented. The answer to each of the problems was revealed piecemeal rather than all at once, thereby providing partial reinforcement and encouragement to continue. The format of the game itself draws heavily on problem-based learning in that the problem is presented, the player does some research and gathers evidence, and then finally all the pieces are put together to reach the conclusion. The two main characters in the game act and look like the authority figures that they are. One is a boss and one is scientist. The boss wears business clothes, and the scientist, of course, wears a lab coat. Plus it’s nice they are both women. Together they work with the player to help them find the solution. Finally, the game itself situated in the kinds of contexts that the players might find themselves in in real life.
I'm building a list of theories and principles here.