Big Thinkers: Katie Salen on Learning with Games
Katie Salen, active game designer, founder of Quest to Learn (Q2L), and executive director of the Institute of Play, talks about the value of games and technology and the empowerment of play.
Release Date: 5/27/09
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Big Thinkers: Katie Salen on Learning with Games (Transcript)
Katie Salen: My name is Katie Salen, and I have a couple of hats: one, is I'm an associate professor at Parsons School of Design; and I used to run the graduate program there in something called Design and Technology. And so, the students there build software and do digital cinema and animation; something called physical computing, where they're working with all kinds of crazy sensors and robotics; and that kind of thing. And now, I’m a senior research faculty there, doing work in games and learning. And I also am the executive director of a non-profit called the Institute of Play, and we're doing research in that space. It's a game-development studio, but it's focused on kind of games and learning, and new kinds of learning environments that we might design for kids today.
I'm a big advocate of games, partially because I think that play is a just an amazing important part of people, even developmentally. And we know, historically, that young kids have to play; that's one of the ways that they learn. But I think that games today are very, very important. One is because they get at, again, the kinds of learning experiences and social practices that we see important in the 20th Century: collaboration; team-building; problem-solving in kind of complex spaces; the ability to take on identities, kind of explore and try out different kinds of ways of being, different ways of doing. And they're very forgiving environments for kids to fail in, and we just don't have enough of those environments, I think, for kids to take risks and fail, and sort of be okay about that.
Because I’m a game designer, I became -- and also an academic, I became very interested in understanding how games work. And when I was doing that work, it was really about understanding just literally what are the parts, how do things work together? And, when I stated to figure that out, I realized that it looked a lot like good teaching. So, I began to think about, "Well, gosh. Games actually work in a way that good teachers work. There is a clear sense of mutual challenge for the player, for the student; you're scaffolding and really differentiating instruction for that student in the space. So, game designers are always thinking about, "What does my player need to know at this moment in order to be successful at this task, and what do they need to do next?" And, again, this is what a teacher is thinking about all the time. So, once I began to think about that kind of close parallel between kind of good game design and good teaching, it seemed like a natural fit to sort of say, "Well, could we design learning to look more game-like, if we already say that, 'Well, good learning is happening in games, and good learning can happen in the classroom with good teaching'?" Is there a way to bring those two things together?
Well, I think one of the challenges around doing work in this space, and beginning to make a link to education is that it's hard to see the learning going on, because we're not trained to look for the kind of learning that we're now arguing is happening. And I think that there has been a long history of understanding games as sort of leisure activities, as a sort of waste of time; and that when we see kids playing games, maybe our first reaction is to say, "Oh, they're just playing, they're just kind of wasting time." And there isn't a sense of even sitting down with the child, and asking them, "Well, kind of, what's going on in your head right now?" Because if you sit down and talk to a game-player about what they're doing, an incredible narrative will come out of their mouth about the complex problem that they're working on. A set of specialist vocabulary will spew out of their mouth that you would imagine any English teacher would be very prideful to kind of hear. So, a lot of it has to do with just kind of not knowing what the learning looks like. Part of it has to do with the sort of history. And part of is that, you know, my argument is that we need to stop having this dichotomy between sort of digital stuff and non-digital stuff; that the learning that happens is actually happening across, like, in digital media and outside of digital media; that the learning is not specific to an artifact, but it's specific to the ecology of experiences that that artifact may be activating or may be part of.
So, one way for teachers to think about maybe bringing digital media into the classroom is to not think that a game, itself, has to be the holder of all content. Like, it has to solve the problem that a kid needs to be working on. But, rather that that game, or that online experience, or that book is one part of a larger curriculum experience that they're designing. And what they really want to think about is: what is it about a game that may give kids practice on a particular skill, or a particular idea that they then connect to work in reading a book, or work in doing some kind of directed instruction and a lecture and group work. And so that the thinking has to become much more systemic and much more ecological.
So, I think that one of the most powerful potentials that I have found in kids designing games, playing games, working with different kinds of digital media is the fact that they do take on the role of a designer in many cases. And what that means, particularly in the case of games, is that they are always thinking about who's on the other end. Who's their audience? Who are they designing for? And, for me, that's a very, very powerful idea in the 21st Century is that your first question is: who is on the other end of this thing that I am making? And I find that an incredible thing to see young kids, in particular, sort of considering. And, in terms of problem-solving, one thing games in particular we find do really, really well is that they throw a player into a kind of complex problem space that's scaffolded in really particular ways. There's a tension between challenge -- like, how hard is this? -- with the tools that are always there for you to use, that are going to allow you to figure the thing out.
So, one reason that games are so motivating for kids is they actually know it's been designed for them to be successful within it. And I think they don't often think about that in the classroom sometimes. I don't know that they think about the classroom as an environment that has been designed for their success. It often feels just like a nemesis, or a kind of challenge that they have to go through. But they're not quite sure that they're actually gonna be able to do it. So, one thing that I think kids are in better working with media, producing media, playing games is there is a sense of empowerment in that play because there's always a sense that they can, in fact, figure it out, they can, in fact, beat it, because they've seen other kids do it. And they see themselves in other kids.
One of the biggest findings about the ways in which kids are interacting with media, and, in particular, games is that it's incredibly social, and that the learning has as much to do with the set of kids or set of peers or set of mentors that that child is interacting with while they're playing, or while they're working with media as it does with any particular thing about the media, itself. And a lot of the research is showing that when kids don't have that kind of social scaffolding, that social structure, they don't have support of a community, the learning is actually less rich. So, here's the thinking around role of peers might come into the classroom, where thinking about community-based kinds of experiences for kids can be incredibly powerful, where you think about the role of siblings.
So, a lot of the work that we see are young people aspiring to something that their older brother or sister is doing. A lot of the game consoles younger kids get because they were purchased by an older sibling, but the play is happening together. And, at the same time, thinking about how parents can become involved, and even just interested in stuff that their kids are doing with media and with games. And games are a particular challenge for many parents because of what we said before: that there is often a sense that games are not valuable. But, for kids today, they're incredibly valuable. And, so a parent even beginning to validate for a young person that the play of a game or a set of games could be an interesting part of a learning space for them can be a very important message for that young person to have. And, just sort of supporting your kid and practicing with your kid kind of around the media is important.
We have a program at the Institute of Play called the Play Forest where we work with kids from about second grade up until college, and they come in and they play test games for us. And they're helping do some analysis for teachers around what games might be interesting for teachers to use in the classroom around different subjects. And one thing that started happening with our younger kids is that the moms started to come in and sit and play with the kids. And we began to see this amazing change in the parents' attitude about what was going on as their child was explaining to them what was happening in the game, as that person was designing games and exploring game design with their mom. And so that was something we hadn't expected to happen, and we realized it was a super-powerful opportunity to kind of draw a parent into what has been previously probably a pretty closed world for them.
And we see the same thing happening with teachers. That they may, in the beginning, feel like this is a space I don't know very much about, but the kids are great guides. And if you open up the conversation about, "Well, what is this game? How is this meaningful to you? What are you doing?" the kids have a lot to say. And it becomes a kind of entryway for the teacher into the kind of digital culture of kids. And that's really one of our big ideas: is how do we create these kind of transition spaces for adults into this kind of the digital life of kids? And games are one way of doing that.
Even today, when we had a conversation around the design of 21st-Century learning environments, the topic always comes back to assessment. So, if we say that kids are learning in new ways within these environments, we have to be able to show what that learning looks like, and we have to be able to validate that learning in ways that, in some sense, [inaudible] against our traditional ways of understanding assessment. And, in the work that we've been doing, we've tried to look at the collapse of formative assessment and summative assessment. And this is, again, where the sort of game form comes in. so, when you're playing a game, you are constantly being assessed about your performance in that space. And, in fact, you're being given feedback all of the time about that, whether it's through data on the screen, whether it's through a health meter, whether it's through other players in the room sort of telling you, "Hey, you're terrible," or, "Oh, my gosh, you're doing awesome." And that when that constant feedback is helping you improve and change the choices that you're making in that space. And that when you complete the game, you've actually proven that you've learned everything that you need to know to play that game.
And so we've been trying to look at how do you take that model, and apply it to the design of curricular experiences that collapse summative and formative assessment. So that as you complete, let's say, a unit, it's very clear that in completing it that you've had to learn enough to know to kind of get to that end point. So, we've been exploring that, we've been exploring options of when kids become teachers for other kids, that that becomes a way of thinking about assessment, as well. That if I have to teach you what I know, I can get a very clear measure of that. One of the big challenges is around collaborative assessment, or assessing collaborative work, because one of the arguments today is that we really believe kids, again, learn in social ways. They're often working in collaborative groups. And we haven't yet figure out how do we understand the individual contribution, as well as the group contribution. So that's something we're working on, but we don’t know the answer to yet.
The challenges that the kind of culture of testing is pretty ingrained. And it's not that we think tests are bad; it's that the idea of using tests as the only measure of a child's success in the classroom I think can be quite damaging. And so what we're trying to look at is how do you diversify, potentially, the kinds of assessment tools that are used in the classroom. How do you put assessment in the hands of kids, which is another big thing. So, assessment for a long time has been in the hands of teachers, and it's not used often to help kids really know at any moment in time what they can work on, how they can get better, what they're really great at. And so part of our models are trying to figure out how do we develop assessment tools that can be put in the hands of kids so that they can begin to kind of self-monitor how they're doing.
And, again, games do this really well. They deal with data in very particular ways that are transparent and reflected back to the player. So, we're beginning to look at how would you develop models for this. And we see it in online social networks. So, status, reputation, experience points. All of these things are ways that community is assessing the kind of performance of any individual within that space. And so we're beginning to look at how those kinds of features and structures could be brought into assessment tools in the classroom.
Credits
Video Credits
Produced and Directed by
- Ken Ellis
Coordinating Producer
- Lauren Rosenfeld
Production Support
- Amy Erin Borovoy
Production Assistant
- Doug Keely
Camera Crew
- Sam Painter
- David Mitlyng
Senior Video Editor
- Karen Sutherland
This 2009 work by The George Lucas Educational Foundation is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.






Comments (12)
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Thank You!
I appreciate Katie Salen's comment that experiential games can utilize technology, but need not be limited only onto themselves, as a completely digital experience. I am working right now on creating a "Geo-Hunt" using Google Satellite Maps to design an adaptive technology + environmentally-interactive and inter-generational outdoor game experience where elder-care facility residents and their caregivers, or visiting family members, can "hunt" for holiday geo-cache treasure containers hidden accessibly (near the sidewalks) just outside their facility doors. This bends the rules on "video games" being something that are played only by children in front of a TV or computer screen - into an outdoor family adventure using wireless technology and mobile devices! Kudos to Katie for "bending the rules" on the creativity of what game design can be!
Speech and Language Pathology in school
I am sure if you met me you would not percieve me as young, but I work and have worked with varied students in the classroom and in pull out sessions all ages preschool thru college. Speech Therapists have the title of the game players. Students often reflect that they thought they were just playing a game, when they realized they were learning. Taking that a step further I now have my junior high students with Aspergers who love video games break into small groups(3-4) and design their own board games with rules and boards and game pieces. This provides for a group to improve on their social skills and learn to work towards a successful product. The students each year are excited about the idea of the game board design. Therefore, be it on line or on a board games are a valuable tool for the student and the teacher and the therapist.
[quote]You have identified a very valid point and I agree that as teachers, we need to be very carefull in selection of use of technology as learning tool. [quote]
I don't disagree here and again, I didn't have enough to go on, but for the sake of the conversation added my two cents.
Anyways, I'm really interested in the type of gaming that Dr. Jane McGonigal from The Institute for the Future speaks about and promotes through real world games. Her work on World Without Oil demonstrates how games can be integrated into our real, daily lives. Check out her TED Talk for a very interesting description of what these games are.
I wonder how similar alternate reality games might impact how we design learning experiences for students as well as how it effects student engagement and empowerment in their own learning.
Quote:I'm sure I'm missing
I'm sure I'm missing the full experience here, but my question is why wouldn't students experience friction in the real world? Friction is readily available, why simulate it in a game? If it's simply from an engagement standpoint, I think we need to think deeper about the experiences we are designing for students.
You have identified a very valid point and I agree that as teachers, we need to be very carefull in selection of use of technology as learning tool.
Actually introduction of a concept is always based on first hand experience which I provided with plenty of real life activities to my students so that they could grasp the basic concept. Afterwards in second lesson they were given experience of game for friction for two reasons. One , I could assess their learning through their mutual discussion, and number two, every child has his/ her own learning need. That Game provide visual aid with additional tinch of partner discussion, which helped in strenthening or enhancing the concept.That is why I said that games could have a PARTIAL role in some lessons but they might take the full role of students learning in other cases. It all depends on how we design an experience.
Quote:I agree with Brian C.
I agree with Brian C. Smith that teachers need not to depend only on games for students' learning but it can partially used to enhance the concepts. For example,I used simple PS racing game to enhance their science concept on "friction". students played the game keeping in their minds that how friction effects speed of a car while passing through a bumpy road and a smooth road. Students played the game in pairs for 10 min, and the focal point of their discussion was the core concept, i.e, speed and friction but fun in learning was the heart of ther activity.
I'm sure I'm missing the full experience here, but my question is why wouldn't students experience friction in the real world? Friction is readily available, why simulate it in a game? If it's simply from an engagement standpoint, I think we need to think deeper about the experiences we are designing for students.
As a classroom teacher, I
As a classroom teacher, I taught a Video Game Design/English class. It was awesome! Check out what Globaloria is doing in WV and TX to promote wikis, games, blogs, and the integration of technology into the standard curriculum.
The Future
I think this was very interesting and helpful. I do think that younger teachers or simply any new teacher in general, would be interested in using games as a learning tool in the classroom. Games could be used in any subject to help learn any part any curriculum.
Games for Learning
I agree with Brian C. Smith that teachers need not to depend only on games for students' learning but it can partially used to enhance the concepts. For example,I used simple PS racing game to enhance their science concept on "friction". students played the game keeping in their minds that how friction effects speed of a car while passing through a bumpy road and a smooth road. Students played the game in pairs for 10 min, and the focal point of their discussion was the core concept, i.e, speed and friction but fun in learning was the heart of ther activity.
My thoughts regarding games
My thoughts regarding games for learning have always been in the translation and application of skills learned inside of games to other endeavors outside of the game. The only way we can know if they can collaborate, create, be innovative and succeed is if they do it in authentic, real world situations. Simulations are great but balance is needed here. Just think of Captain Chesley ''Sully'' Sullenberger, the pilot who landed Flight 1549 in the Hudson River saving all 155 passengers onboard. Sully trained in simulators and in real flights and had landed the plane with expertise. He didn't succeed by simulation alone. I think you can extrapolate my point here... we need to design better learning experiences for our children. Simply handing them a game controller and hoping for the best is not an option. I think that Ms. Salen gets to that point in this video.
Design Thought
Thank you for giving me more thought about Gaming Experiences as I plan the annual STLP State Championship in Kentucky.