Papert confirms that most pupils find school boring - not necessarily hard. He suggests that children must be able to practice their learning, be in control of their own learning. He posists three suggestions for leveraging games:
- that they should discuss their learning with adults, which aims to develop
- a learning vocabulary;
- encourage children to become game designers themselves;
- game designers should not underestimate their contribution to the learning
- development of their young audience.
I asked 2 sets of junior pupils: 2 of the 40 claimed that school was hard.
Myst

Myst

After scouring the web for technical assistance (something that still prevents me progressing with Neverwinter Nights) I have finally managed to run 'Myst' (Masterpiece Edition on my desktop PC at work.
I plan to adopt the same strategy of play as I have been doing with my S1 class,
except that in this case the game derives from no existence canon of literature. I have two concerns:
- Technically/Aesthetically - is it 'up to it' and will the stage 'point and click'method of navigation not appear too staggered and not flow as contemporary digital first-person games.
- Narratively - will the pupils feel 'at sea', too unfamiliar...
Keywords: IDGBL10