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Genio is a videogame about engineering, art and power: building the Renaissance. A card based real time strategy game that anybody can play. Watch your teams parade through narrow streets and be jeered and cheered! The game play universe is Renaissance Italy; each town will flourish through artistic innovation and conceptual breakthroughs. You start by designing new inventions using your deck of builder cards, getting inspiration from your ever expanding Book of Ideas. Once your blueprint is ready, your team of builders will parade through a town of your choice. Being cheered or jeered will make the success or failure of your march, hence conquering or losing ground. Once reached its goal, your team will build what you planned. And with new constructions you will get new ideas, in the form of more pages in the Book if Ideas, and eventually more builder cards. Keep the Renaissance sun burning with a continuous flow of ideas and artistic creations.

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How can games be used for teaching? Can one learn by playing? As argued in detail by Koster, actually one always learns something while playing, for a vast class of the diverse universe of experiences we call gaming. Quoting Koster: Fun is just another work for learning under optimal conditions. I present my take on the learning process in games and argue that strategy games can be an ideal setting for learning.

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Borgia and Sforza in GenioHow can games be used for teaching? Can one learn by playing? These questions have been my personal obsession for the last three years (see e.g. Teaching with Videogames).The theme of teaching through games is widely discussed by designers and critics, and there are many development groups working on this theme.

As argued in detail by Koster, actually one always learns something while playing, for a vast class of the diverse universe of experiences we call gaming. Quoting Koster:

Fun is just another work for learning under optimal conditions.

Now in the case of Genio the theme of study is the emergence of the Renaissance, focusing on its very origin in mid 15th century Italy. I suggest to distinguish two learning processes that occur in games during game play:

Direct training. This is the action and management information gained being immersed in the game play loop.

Reference acquisition. This is the information that the game play world presents, as constituting the world (first grade reference) or as pointers from the world (second grade reference).

In this blog post I apply the distinction above to the Genio game, arguing that as a simple strategy game it is an ideal setting for teaching in both indirect training and by reference acquisition.

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