I'll mention my experience in another message and post a link to my uploaded projects at that time.
Here's a reference to experiences of games in the classroom in general that might be helpful. This is from a teacher in the UK. I've summarized his points. ____ Found at: http://www.educationarcade.org/index.php?name=PNphpBB2&file=viewtopic&am...
"I've run three surveys over the last two years of teachers and their attitudes and (in some cases) experiences in using PC and (in a very small number of cases) console-based games in the classroom. Most comments have come from UK teachers.
"Out of these have come 10 problems or obstacles that reoccur. I call it the decology of problems (or a charter for people who like saying "can't")."
1) The violence issue pervades, making many teachers afraid of using commercial games for fear of the publicity consequences. 2) Time involved in setting up the game. 3) Time involved in getting to the point in the game where "useful learning" begins. 4) Games consoles, unlike PCs, have very few other uses (and thus are difficult to justify from a budgetary point of view). 5) Lack of publisher licensing means that a classroom of games can work out expensive if the school has to buy one unit per PC or student. 6) Often, older PC hardware cannot handle many modern games. 7) Keeping the student "on track" during the game. 8) Familiarity of the teacher with the game, and amount of effort required to become familiar. 9) Appropriateness. For example, the accuracy of a medieval simulation game could be lost when one needs to use magic in order to repel an invading force. 10) Imbalance of previous experience of the game across the class. In a competitive situation, an imbalance will cause the weaker players to become resentful and put-off the game. In a collaborative situation, an imbalance can cause the experienced player to dominate the input and "lead" the others, reducing their role to passive observers.
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Also more info at http://www.seriousgames.org/
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