>Learn Language: Using Interactive Fiction for digital game-based language learning"
I’m going to talk about the venerable all-text genre of video game known as Interactive Fiction (or text-adventures) and how they are an incredibly engaging way to promote reading for fluency and practice all areas of language.
The Happy Medium is a journal of in-depth interviews with game designers about their craft. Andy Baio and Cooper McHattonrecently launched a project they’ve been collaborating on called Playfic. It’s a tool utilizing Inform7 and Parchment that allows users to write, publish, play, and share interactive fiction.
Professor Fee shared his experiences with game-based teaching using a multimedia, interactive fiction tool that he created and continues to develop. Fee's teaching approach is applicable to a wide range of disciplines and involves the nexus between student reading and writing, instructor digital asset management, and the shared pedagogical goal of student engagement.
In this post, I hope to convince any of you that aside from being a great form of entertainment, video games can also relieve anxiety, teach new skills, and help you stay motivated. And I've got science to back me up.
Since I began playing other text adventure games I have realized that these games are indeed a form of literature. Each game created a story. Each game is unique in its setting, characters and plot, all of which are elements of literature. These games are revolutionary for literature. Unlike traditional stories, each time you play a text adventure game you have the option of changing what happens.
In the early years of the microcomputer, a special kind of game was being played. Like living books, these games described fantastic worlds to their readers, and then invited them to live within them and they used the most powerful graphics processor in the world: the human mind. Get Lamp is a documentary that will tell the story of the creation of these incredible games, in the words of the people who made them.
I'm going to take a quick break from looking at the learning theories underpinning IF to suggest a framework for introducing and exploiting IF in a lesson (language learning in this case, but mostly transferable to other disciplines as well).
This was part of their “Transform” programme spread over five Wednesdays. In the first week, the school had a visit from a local author to talk about writing and creating characters. In week two, they started looking at text adventures. In week three, they started planning their own games on paper (limiting themselves to four rooms to give a realistic chance of being able to implement the entire game).
Zork was a text-based computer game, which just meant that from a black screen, sparse white text appeared, telling you where you were, what was happening and then awaiting instruction.
No multiple choice, no avatar, you would type in… anything. It's difficult to explain the thrill this was to a tiny, book-obsessed child who had recently learned to read; It was asking me to join the story.
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