News/Reviews

Board With School Work

By David A. Maurer
The Daily Progress
Thursday, April 1, 1999

 Many teachers know that students often learn best when they're having fun.
 The trick is coming up with a way to accomplish this feat.
 Bob Taylor was confronted with this problem shortly after starting his teaching career in 1969 at Middletown High School in Middletown, Del.  He had just finished a two-year stint in the Army and was raring to go. 
 "I left the University of Virginia with a degree in history in 1967 and I thought I was a teacher," said Taylor, who lives in Albemarle County with his wife, Lorraine.
 "Little did I know I was in over my head.  The first day of school, I was handed a 15-year-old textbook and told to 'go get 'em.'
 "I soon found out that book wasn't enough in terms of resources.  I happened to have a colleague, John Morgan, who was very ingenious, innovative and creative and, with the financial assistance of a federal grant and the help of a few other teachers, we began to design educational games to use in the classroom."
 The group designed a handful of games that ranged from teaching students manners to educating them about American Indian culture.  Taylor had so much fun designing the games that after the grant dried up, he wanted to continue.
 The others weren't interested, but Ted Feely, a University of Delaware professor who taught teaching methods, was.  In 1974 Taylor and Feely founded Educational Materials Associates Inc. and designed their first product - the United States Map Game.
 "One of the first things we wanted to teach was geography," said Taylor, 54.  "A good way to begin teaching American children that subject is by teaching them about the 50 states and their locations.
 "So we came up with a game that teaches this as well as state capitals and other pertinent information, such as when the states were admitted to the union.  We found this method worked so well that third- and fourth-graders were learning all the states and capitals after just a few games.
 "I used the games in my own classes, and I found that the students loved them.  The games are innovative and they provide a way to present material that is fun but also challenging."
 This initial success motivated Taylor to come up with other games.  He created games to teach American presidents, the Revolutionary War, Civil War, both world wars and world politics and geography.
 In the fall of 1981 Taylor, his wife and their two daughters moved to the area when he got a job teaching at Western Albemarie High School.  Although he enjoyed teaching, he found that there weren't enough hours in the day to teach and run the game business. 
 In 1984 Taylor made the decision to leave the classroom and dedicate all his time and energy to creating and producing educational games.  He bought out Feely's interest in the company and set up operations in his home.
 There were some tough years while Taylor and his wife struggled to build the business, but they persevered.
 Taylor's hard work and belief in what he was doing paid off as EMA celebrated its 25th anniversary this year.
 "When Bob said he wanted to put all his time and effort into the game business, it made me feel a little insecure at first," said Lorraine Taylor, who manages the enterprise that sells more than 20,000 games a year.
 "It still makes me feel insecure at times because the business is seasonal.  Spring, summer and fall are real busy times for us, but during the winter, business drops off. 
 "I'm a registered nurse and I work at the Uva Hospital.  During the winter months, I tend to work at the hospital a little more."
 The bread-and-butter game in the Taylors' inventory is the Civil War game.  Since designing and introducing the game in 1978, Taylor estimates that more than 20 million Americans have played it.
 "We currently have 16 different games in print and every single year the Civil War game is number one and the presidents game is number two," Taylor said.  "We sell between 7,000 and 10,000 Civil War games every year.
 "One of the things that makes the Civil War map game so popular is the 44-page booklet I created for it.  You don't need it to play the game, but if you're interested in learning more about a certain battle, you can go to the booklet and read up on it. 
 "Of the 50 games I've written, I spent the most time researching and writing about the Civil War and World War II.  It was a labor of love, but a lot of blood, sweat, and tears went into them."
 Taylor said EMA sells its games at all the major Civil War battlefields, presidential homes, libraries, museum shops, teachers' stores and national parks.  In addition to the United States, the games are also sold in the Netherlands, Ireland, Canada and Bermuda. 
 Because they're educational games, every precaution is taken to ensure absolute accuracy.  Taylor runs each new game by his own experts, after which they undergo additional on-site inspections.
 "Every site goes over the games with a fine-tooth comb for accuracy," Taylor said.  "It's not enough to say the Vicksburg people like the Civil War game, the Gettysburg people have to approve it, too.
 "We're extremely proud of the fact that we've never had a game dismissed or not accepted.  We tell people, and I don't think it's any exaggeration, that our games provide probably the easiest, surest and certainly the most affordable way to learn the basics of a subject.
 "Another nice thing is that you don't have to have a partner to play.  The games are designed so an individual can compete against himself like in a game of solitaire."
 Taylor attributes much of the popularity of his games to affordability and ease of play.  The standard games retail for $14.95, and the teacher's edition - that enables a classroom of up to 30 students to play - retails for less than $40.
 All the games use the same format of play.
 In the United States Map Game, there are 50 cards, each representing a state.  A player selects a card from the deck and then has to identify the state's location on a map of the nation.
 The difficulty can be ratcheted up by adding other questions, such as names of state capitals or demographic data to the mix.  When the questions are answered correctly, the player keeps the card.  If he's incorrect, the card goes back into the deck.
 The player with the most cards at the end of the game wins.  But in reality, Taylor said, they all win because they're learning.
 "My experience with gaming is that it's sort of infectious," Taylor said.  "Kids are wanting to learn, they're enjoying it and they're having fun.
 "When we first founded the business, we did retention studies to prove we were right.  We had some test groups that were only lectured to and others who actually played the game and had some lectures.
 "We found that three or four months down the road the ones who had played the game remembered more than the ones who had simply taken notes."
 Locally EMA's games are sold at Monticello, Michie Tavern, Ash Lawn-Highland and at Teacher's Edition.  Anthony Gillespie, manager of Teacher's Edition, said the games are a popular item.
 "I think what really sells the games are their quality and authenticity," Gillespie said.  "For the money, they're a tremendous value.
 "I've played the Civil War game myself, and it's awesome.  Included in the game is a replica of the map General Grant used during the war.
 "Another thing that makes them popular is that you can play the games at different levels and continue to learn.  I would say we sell an equal number of the games to parents and teachers."
 A recent addition to EMA's game inventory is Endangered Wildlife.  Players learn about 35 endangered species as identified by the National Wildlife Federation, 10 habitat areas around the world and the five main environmental threats, such as poaching and habitat loss.
 "I think sometimes people think of gaming as trivial or just for fun," Taylor said.  "But you can use the game application to teach all kinds of things.
 "It took me more than 600 hours of research and writing to develop the wildlife game.  The most difficult part is actually writing the information booklets, because they have to be completely accurate.
 "When it's all said and done, the average amount of money we spend to get a new game ready to the printers is between $5,000 and $10,000.  I have about 80 ideas for games in the back of my mind, but I don't have the capital or the wherewithal to develop them all."
 Taylor said it takes between six months and a year to develop a new game.  Since he started creating games, he has only had a few duds, one of which was a game on the languages of the world.
 But win or lose, Taylor said creating games have been so much fund, he can't consider it work.  And although he left the classroom, he never left the teaching profession.
 "There's a lot to be said for teaching young people and getting a feeling that you're doing something important," Taylor said.
 "When it comes to the game business, I know there's a lot of students all over this country and in other parts of the world who are learning because of our games.
 "I tell teachers that their classes will be louder when they're playing the games.  But you can put up with that when you know the end result is the students are learning more basic history and geography than when they're just being lectured to."

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