Charles K. (Chuck) Kinzer is a Professor of Education and member of the Institute for Learning Technologies. He has been involved in educational technology, simulation design and educational learning research for over 15 years. He has published articles and books in communication theory and technology related to learning in academic journals and the popular press. He presently serves as program coordinator in Communication, Computing and Technology in Education at Teachers College, Columbia University, home of the EGGPLANT Game Research Lab.
CO2FX: A case study in integrating instructional and game design.
Games are wonderful tools for learning and motivation.
Yet before schools begin to seriously use games for instruction they need
to be assured that the games have a sound pedagogical foundation, cover
relevant topics in their curricula, and have some evidence of educational
efficacy. Such restrictions do not have to lead to lifeless instructional
materials. In this program, the goal was to create an environment that
presented the complex issues in global climate change within a game that
encouraged communication and cooperative learning. In CO2FX,
students assume the role of policy, economic, or science advisor in 1960
Brazil. Working together on budgets and other factors they must guide
development over the next 100 years to balance many different factors
to reduce emissions of CO2.