Code Fred: Survival Mode

code fred
Code Fred: Survival Mode is a free to play browser game developed by Helpful Strangers and Unit9 for Museum of Science and Industry in Chicago.

What does it teach?

It provides a brief but wide-ranging introduction to human physiology.

What do you do?

You play 12 mini games that intersperse the narrative frame of a boy being hunted by a wolf through a forest. Each mini game illustrates a body process that aids survival, either via avoiding danger or via recovery from trauma or disease. The mini games deals with:

  1. Adrenaline
  2. Hemoglobin
  3. Heart rate
  4. Vasoconstriction
  5. Blood clots
  6. Nerve regeneration
  7. Bacteria & cilia
  8. Phagocytes
  9. Lymphocytes & antibodies
  10. Metabolism
  11. Digestion
  12. Blood sugar regulation

The games are very simplistic: schematic animations of a body process where you just have to click on the correct molecule/cell/organ at the right time, sometimes as quickly as possible. Still, they are not always very intuitive. Trial-and-error is occasionally required and might prove frustrating.

Do you learn anything?

If you know next to nothing about physiology you will certainly pick up a thing or two from a play through. I’m not sure it will stick though. Almost certainly, you would learn much more by browsing through an illustrated children’s book. I’d actually go as far as saying that the interactivity subtracts, rather than adds to the learning process. Whatever educational value the animations offer is probably lost due to the need to focus on the game mechanics. The animations would be easier to absorb and reflect on if you could just sit back, relax and watch.

The main reason for this is the lack of connection between the mechanics and the physiological processes they are applied to. Nor is there any connection between the mechanics and any process of learning. Consequently the mini games serve to irritate rather than to illuminate or even motivate. To succeed you don’t have to understand anything about the physiology and you most definitely won’t perform better by learning and understanding more. You’ll perform better with nimbler mousing and vision, that’s all.

kentucky route zero, another world, code fred

Three very different games, one look.

Pros

Great presentation! The Kentucky Route Zero/Another World-like visuals are complemented perfectly by MindFunk Productions’ “organic, cinematic cowboy theme”. The desire to see more of the art and get back into the two bar guitar groove was actually what kept me playing to the end. I wasn’t motivated by a desire to learn more, neither was I coerced to learn more by a desire to play more. On the contrary, I thought the playing torturous and only endured it thanks to the art and the music.

Cons

This might have been acceptable if the minigames were educational, but they aren’t. They are just clickable animations that are made harder to watch … which you must do again and again until you’ve mastered an arbitrary and dull task.

Additional information

A short interview with one of the designers.
A long post mortem explaining the thought process behind the mechanics. Read it + play the game = cognitive dissonance.

Leave a Comment

Filed under Biology, High School, Mid School, Physiology

Crazy Plant Shop

Crazy Plant Shop by Filament Games

What does it teach?

Crazy Plant Shop is a browser-based game where you learn about inheritance and how dominant and recessive genes work.

What do you do?

You are running a plant shop where you buy, sell and breed different types of plants. An assortment of customers visits your store with specific requests for plants. To satisfy them, you order plants from a catalog and then breed the plants to create offspring with the desired traits. Every order you fulfill earns you money that you will need to spend in the plant catalog to further increase your breeding stock.

In essence, the game is shop sim with a Punnett squares game mechanic which teaches you the basics of gene expression.

Do you learn anything?

The game is really just a shop sim with a thin educational coating. You will spend most of your time and brain power on boring administrative duties like inventory management and time management. This is not only boring, it is also a very inefficient way of learning.

While logistics as a game mechanic does not seem congenial to the subject of genetics, there actually is some synergy as you have to think in terms of genes, rather than the observable qualities of your plants, in order to offer your customers the most combinations of plants using the least amount of breeding stock (store space) and breeding attempts (energy). This is commendable and a pretty rare thing in educational games.

You don’t really improve your score the more you learn about genetics though. To do well in the game you only need to understand the very basic principles of breeding. The key to do better is then just a case of honing your logistics, not honing your knowledge or your understanding of the breeding process. This is really a game about store management not a game about science.

Pros

The production values are very impressive. The art style is pleasant and there is sort of a story to experience through interaction with the numerous characters that visit your store. Depending on your disposition (and age) it might motivate you or distract you from playing the game.

Cons

The point of educational games is surely to make learning fun, not make it (even more) boring by mixing it with ultra-boring administrative work. The game is also pretty confusing and hard to learn even though the genetics involved are very basic. If you go into the game without already grasping the concept of a Punnett Square, you will likely not get very far.

Leave a Comment

Filed under Biology, Filament Games, Genetics, Mid School