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- .IF DSK1.C3
- .CE 2
- *IMPACT/99*
- by Jack Sughrue
-
- ADVENTURING
- Marathons of the Mind
- .IF DSK1.C2
-
- From tiny little word puzzles
- calledriddlesto elaborate puzzles
- calledmystery novelsthere is
- really great intellectual growth.
- This growth is nurtured by fun: the
- fun of solving puzzles.
- In recent years problem-solving
- puzzles written or developed on
- massive scales have become the
- intellectual pastime for a large
- number of young and old people
- throughout the world.
- On the one hand such
- brainstorming, role-playing
- activities as theDungeon and
- Dragonstyle puzzle/games have
- become extremely popular. These
- situation games require intense
- researching and reading skills which
- are only now beginning to astound
- teachers. How is it possible that a
- child who can't readSEE PUFF
- RUN.can not only read very technical
- books on mythology but apply that
- learning to problem-solving
- situations?
- On the other hand we have -
- computers!- the greatest friend a
- teacher (particular those of us
- harried by fragmentation) ever had.
- Besides being electronic
- flashcards and word-processors and
- educational development tools (i.e.,
- Rocky's Boots, Playwriter, Heath
- Science for Apple, et al), the
- computer can serve as an excellent
- reading/writing/problem-solving tool.
- This tool gets studentsinvolved.
- This tool is known, jargon-wise, as
- interactive fiction. But, to the
- novice, it is simply identified as
- text adventures: No graphics except
- as in the mind.
- Most educators who have been
- using these games in the classrooms
- with any regularity have agreed that
- the different approaches to the
- game (henceforth known as the
- adventure) are varied and effective.
- Most teachers prefer a group of three
- to five youngsters on the adventure
- at one time and that there should be
- almost no teacher intervention once
- the programs have been explained and
- the classroom structure has been
- established.
- A good place to start for most
- computers would be Scott
- Adam'sADVENTURES. Pirate Adventure
- (the text version) is probably best
- to start with. With our 99/4A, of
- course, we might even start with
- simpler adventures likeFOUR
- VEDASwhich aren't available for
- other computers. Others in that
- series includeMINER 49er, FUNHOUSE,
- HAUNTED HOUSE,andSTONE AGE.
- Once the game is loaded there is
- a certain structure usually followed
- by most adventure programmers: At the
- top of the screen the scene is
- described in a manner similar to
- this:You are in a small dark room.
- There is a square patch of light in
- the distance. Shrill, high-pitched
- noises can be heard above your head.
- Directions: S W U
- Then there is a flashing cursor.
- The players must decide what to
- do. They all assume the role of the
- one character. Everything is
- perceived from that person's
- perspective.
- Now the character may be directed
- to go Up or South or West or take an
- INVentory or LIGHT CANDLE (only if
- he/she has one and matches to light
- it with) and LOOK ROOM. (Most
- commands, as you can see, are given
- in abbreviated for in adventures.
- This helps the game move faster.
- Usually commands require only the
- first or the first three letters: W
- or INV. To perform specific actions
- (or reactions) usually requires a
- two-word situation: verb noun. CLIMB
- TREE, GO HOUSE, TAKE KNIFE, EAT SOUP.
- Very high-level games, such as
- those created by Infocom, allow you
- to write complex multiple commands in
- sentence form. Some of their games
- (the ZORK series, Hitchhiker's Guide
- to the Galaxy, Suspended) may take
- adults months. Although they are
- marvelous they probably would not be
- suited to classroom use. (Many
- elementary school children, alone or
- with their families DO these
- incredible adventures.)
- Meanwhile, back in the classroom,
- if you have one or two computers
- going with adventures, you will note
- an enthusiastic brainstorming at a
- very profound level. This is an
- exciting thing to watch. This kind
- of experience can be easily
- translated into other kinds of
- reading, writing, problem-solving,
- brainstorming experiences.
- Depending on the amount of time
- you allow a group to participate will
- depend on how many days it takes to
- complete the adventure. It is an
- unusually rewarding experience for
- the youngsters and one which
- motivates the next group ready to
- start their adventure (the same or
- another; it doesn't matter). A
- beautiful side effect is the sharing
- that goes on.
- There may be individuals who can
- attempt a solo adventure for some
- good educational reason, too. The
- children will volunteer to work on
- the program during lunch and recess.
- Adventuring turns on kids. And
- it's impossible to keep a turned-on
- kid from learning. (An excellent
- classroom environment is provided for
- computer-use also.)
- **
- There are other kinds of
- adventuring, too. The D&&D-style
- slash && hack appeals to most
- youngsters. There are two
- extraordinary ones for the
- TI:TUNNELS OF DOOMand the
- extraordinary one,LEGENDS. TOD is
- superb because you can get TOD
- Editor, which lets you create your
- own adventures; andLEGENDSis great
- because it is, simply, the best of
- the S&&H adventures around. The
- graphics are superb, the options are
- excellent, the potential for growth
- is built in, and the "real world"
- geography is unmatched by any other
- similar game.
- **
- [Jack Sughrue, Box 459, E.Douglas
- MA 01516]
-
-
- If any newsletter editor prints
- these articles, please put me on your
- mailing list. Thanks - JS
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