Games like Spore have been toted to have some kind of educational appeal. Spore was rubbish and as far as I'm concerned, failed in almost every simulation aspect it set out to create, so if that can be hailed as some great thing... then what about Dwarf Fortress?
Dwarf Fortress is the ultimate socio-economic simulator. Okay, well it's not perfect. There's the 'fantastical' element of dwarves and other creatures, but I think DF excels at representing the birth of 'civilization'. Every patch, Toady adds more complexity to the game, by adding in more real-world systems that effect dynamic economies.
I think it would be an excellent base to build some kind of Junior or High School related course. Of course, Dwarf Fortress doesn't teach itself, you'd need someone to help break down the material and get students to examine aspects of the world unfolding in front of them, but DF covers a wide variety of topics.
Firstly, there's the whole 'anthropological' notion of Dwarf Fortress. You're founding a city. One that shapes its own culture dynamically. Dwarves write in hieroglyphs, depicting their own history. You can see how they live by the materials they harvest, by the tools they harness, by the architecture of their city... and when a city is wiped out, you can examine the ruins, to discover how a certain dwarf expedition went. You can dissect the social structure by how the dwarves slept, ate and worked. You can piece together their history by examining engravings and artifacts. It's very hard to do this currently in-game, as well... I tend to never find my fortresses in adventure mode (I usually die), but I'm sure some day this should be easily possible. Such a class could have a predefined abandoned city for students to explore.
Secondly, there's a big geological aspect to Dwarf Fortress. Now, I've only taken introductory geology courses, but from the way minerals and such are located in DF, it seems rather true-to-life, though I'm sure this can be improved in time. Barring the whole [secret] beyond 150 Z levels, students could get an understanding for what kind of rocks are found underground, how groundwater systems work, how certain minerals are used in industry, and why some minerals are more valuable over others. You could a lot just on the whole economy of production. How is soap made? What's one method of producing coal? While DF doesn't 100% accurately represent these industries, it gives an important glimpse into them. How their use is integral to sustaining life and economy in a desolate, unforgiving wilderness.
While this isn't in the game yet so much, I think a socio-political aspect can also be explored. How trade and relationships with foreign governments effect the culture and history of a dwarven city. How dwarves interact with non-dwarves, how dwarves ostracize their own kind. How the actions of that one crazy recluse dwarf can cause calamity for fifty.
I don't think DF is ready to be considered as an educational tool yet - the interface needs to be overhauled for that (so it can be more easily picked up). Tools like Stonesense probably need to be a little more integrated as well, though the imagination aspect of dwarf fortress is also very powerful, so that's not quite as necessary. More systems need to be added to DF as well (actually, what does DF need to be stronger as an educational-resource? I'm not sure), but in 10 years, I could see DF being that potential undiscovered game, innovative educators are after.
Anyone agree? Or does DF not really belong in a classroom? Obviously, there are fantasy elements to it, but I don't think they detract from its educational potential. It helps to create a setting far and away from the 'real world'.