Playing For Learning
Playing For Learning
ARTICLE
10.1177/1555412005281767
Kafai and Culture
and Making Games for Learning
This article presents an overview of what we know about two perspectives, coined
instructionist and constructionist, to games for learning. The instructionists, accustomed
to thinking in terms of making instructional educational materials, turn naturally to the
concept of designing instructional games. Far fewer people have sought to turn the tables:
by making games for learning instead of playing games for learning. Rather than embed-
ding “lessons” directly in games, constructionists have focused their efforts on providing
students with greater opportunities to construct their own games—and to construct new
relationships with knowledge in the process. Research has only begun to build a body of
experience that will make us believe in the value of playing and making games for learning.
I f someone were to write the intellectual history of childhood—the ideas, the prac-
tices, and the activities that engage the minds of children—it is evident that the
chapter on the late 20th and early 21st centuries in America needs to give a prominent
place to the phenomenon of the video game. The number of hours spent in front of
these screens could surely reach the hundreds of billions. And what is remarkable
about this time spent is much more than just quantity. Psychologists, sociologists, and
parents are struck by a quality of engagement that stands in stark contrast to the half-
bored watching of many television programs and the bored performance exhibited
with school homework. Like it or not, the phenomenon of video games is clearly a
highly significant component of contemporary American children’s culture and a
highly significant indicator of something (though we may not fully understand what
this is) about its role in the energizing of behavior.
Author’s Note: The writing of this article was supported in part by a grant of the National Science Founda-
tion (ROLE-0411814). The ideas expressed in this article do not reflect those of the supporting agency. An
earlier version of this article was presented in October 2001 at the Cultural Policy and Video Games Confer-
ence at the University of Chicago.
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Kafai / Playing and Making Games for Learning 37
Instructionist Perspectives
prehensive research agenda that will provide instructional designers with better un-
derstanding of what works when, for what, and for whom.
Constructionist Perspectives
Final Thoughts
We have only begun to build a body of experience that will make us believe in the
value of playing and making games for learning. Obviously, the image of children
building their own games is as much a knee-jerk reflex for constructionists as making
instructional games is for instructionists.
Kafai / Playing and Making Games for Learning 39
Notes
1. Seymour Papert (1993) coined the terms constructionist versus instructionist to highlight different
pedagogical approaches in educational technologies. A more detailed discussion can be found in a book
chapter of The Children’s Machine.
2. The seminal work “What Makes Computer Games Fun?” by Thomas Malone appeared first in the
December 1981 issue in BYTE magazine.
3. Different aspects of children designing educational fraction games were discussed by Kafai (1995),
whereas the follow-up research and comparison can be found in Kafai (1998). More recent developments are
directed by Ken Perlin and Mary Flanagan at New York University; Dorothy Bennett, Cornelia Brunner, and
Margaret Honey at the Education Development Center’s Children’s Technology Workshop in New York;
Punya Mishra and Carrie Heeter at Michigan State University; and Jill Denner and Lauren Werner at ETR
Associates in San Francisco.
References
Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children’s learning. Mahwah, NJ:
Lawrence Erlbaum.
Kafai, Y. B. (1998). Video game designs by children: Consistency and variability of gender differences. In
J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 90-
114). Cambridge, MA: MIT Press.
Malone, T. (1981). What makes computer games fun? BYTE, 6, 258-277.
Papert, S. (1993). The children’s machine: Rethinking school in the age of the computer. New York: Basic
Books.
40 Games and Culture
Yasmin B. Kafai is an associate professor at the University of California, Los Angeles Graduate School of
Education & Information Studies. Before coming to UCLA, she worked at the MIT Media Laboratory and
received her doctorate from Harvard University. She was one of the first researchers to establish the field of
game studies with her work on children’s learning as designers and players of educational software and
games. Her research has been published in Minds in Play: Computer Game Design as a Context for Chil-
dren’s Learning (Lawrence Erlbaum, 1995) and Constructionism in Practice: Designing, Thinking and
Learning in a Digital World (coedited with Mitchel Resnick, Lawrence Erlbaum, 1996). She has also been
active in several national policy efforts, among them the American Association of University Women report
Tech-Savvy Girls (2000) and more recently, Under the Microscope: A Decade of Gender Equity Interven-
tions in the Sciences (2004). She lives, works, and plays in Los Angeles.