A busy time for games and learning Stateside
I’m writing this first ’view from the US’ post as I fly between Boston and Chicago, eager, excited and slightly nervous about the next few weeks. This time of year is always super-busy for the games and learning field here in the States.
I’m on my way to the Games+Learning+Society (GLS) Conference at the University of Wisconsin-Madison. The GLS Center comprises videogame scholars and designers that study game-centered learning systems, design and develop videogames, and conduct outreach with learners and academics. The annual Conference is recognised as one of the best in the field, and it certainly has plenty of food and beer to fuel the debates and discussions. This year, keynote speakers include Mary Flanagan and Constance Steinkuehler, who co-directs the GLS Center and served last year as a policy advisor to the White House on the use of games.
Just down the road from the GLS Center in Madison is Filament Games, the award winning learning game studio that, among many other projects, created a suite of very successful citizenship games for iCivics.
Madison is also the home of one of the two Learning Games Network (LGN) studios, the non-profit I’ve worked at since I moved to the US in January 2012. Our mission is to close the gap between research and practice in games-based learning. We’re all about the development and distribution of games informed by research in the learning sciences, creative design, and technical development. I’m based in the Cambridge, Massachusetts studio – on the other side of the river from Boston, and on the edge of the Massachusetts Institute of Technology (MIT) campus. This location is no coincidence. LGN started as a spin-off from The Education Arcade at MIT.
The Education Arcade’s research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players. You can read about the creation of their latest MMO project, the Radix Endeavor, on their design blog.
Boston and the surrounding area is quite a hub both for games generally and games for purpose. At LGN we work closely on various events and activities with the Engagement Game Lab at Emerson College, and the MIT Game Lab, the latter of which recently released OpenRelativity, a Unity physics engine that allows developers to adjust the speed of light.
- OpenRelativity: An Open-Source Toolkit for Unity3D by MIT Game Lab
As soon as the GLS Conference wraps-up at the end of this week, I’ll be returning to the East Coast for the Games for Change Festival in New York. This year I hope to again catch-up with several of my old UK gaming colleagues. And I’ll be crossing my fingers at the Games for Change Awards. The first game I was involved with at LGN, Quandary, is up for Best Gameplay. Quandary lets players aged 8-14 shape the future of a new society while learning how to recognize ethical issues and deal with challenging situations in their own lives. The game aims to develop ethical thinking skills such as perspective taking, critical thinking and decision making.
NYC is of course a hub of gaming and ed tech. For instance, the Institute of Play, whose initial project was the design and implementation of Quest to Learn, an inner-city public school inspired by gaming. BrainPOP creates animated and curriculum-linked animations and has had great success in recent years with GameUp, a free and curated portal of third-party educational games. The Joan Ganz Cooney Center is a research and innovation lab that forms part of Sesame Workshop (the organisation behind Sesame Street). The Center has formed the Games and Learning Publishing Council, with the aim to understand the dynamics and areas of innovation in the educational games market, and to push the sector forward.
The third major conference of the trio this June is ISTE, in Texas. It’s America’s version of BETT, although apparently a lot smaller and less intense. ISTE will mark the official launch of my most recent project, Playful Learning.
Playful Learning is a nationwide (and, we hope in time, a worldwide) initiative that invites teachers to innovate through the use of games in education. It consists of a free online portal designed for teachers to explore, discover and use games for learning, plus a growing community of teachers connected through both the website and national and regional events. The initiative aims to compliment the various teacher networks and game-based communities already in existence. Playful Learning, targeting teachers, forms part of a trio of sites that include Institute of Play’s recently launched Playforce, targeting players, and the Joan Ganz Cooney Center’s upcoming Games and Learning website, targeting publishers, policy makers and researchers.
With ISTE at the end of the month, that completes the outlook for June, at which point I’ll be laying myself and my British accent low for the July 4th celebrations! There is, of course, so much more going on over here in terms of games for purpose – I haven’t even mentioned, for instance, the hive of ed tech and gaming activity in California. My colleagues and myself here at LGN look forward to continuing to share news and insights from across the pond, and to build more links through this exciting new site.
Peter Stidwill is a British educational games producer who moved to the States 2 years ago and now works for the Learning Games Network in Boston. He’ll be writing a regular column on what’s going on with educational games in the US.


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