Games to be Played-Games to be Made


Preface to Minds in Play by Seymour Papert

In the wake of the advent of inexpensive microcomputers in the late 1970s came the first wave of nonprofessional programmers. Children, older students, teachers, and computer hobbyists took to the keyboard to find an experience that nobody had been able to have in previous generations. And in the wake of the in-terest in programming came a search for programmable project areas-you can't program without programming something. By the early 1980s, habits had set in. In the schools, the presence of the Logo turtle favored projects involving graphics. Teachers learning to program often looked for topics that would have an instructional function. Adult hobbyists implemented on their lit-tle computers simple forms of "system programs" that existed on the big machines but had not yet permeated down as they have today. Across the board a scattering of these new programmers embarked on projects to create another kind of entity that had come into being with the microchip. In popular parlance the video game was almost becoming synonymous with the idea of a home computer and the challenge of making one's own had an obvious appeal.

It is interesting to reflect on why making video games did not become a more important part of the school computer culture. The superficial answer is technical. Think back 10 years to the situation in a typical school computer lab. The machines are Apple II computers. The programming language is Apple Logo. With this combination it is possible to make a playable game, but the threshold of skill and effort needed is very high and the final re-sult needs a stretch of imagination to be classed as a "real game." No wonder making a game was something that would be under-taken mostly by the exceptionally bold students and was seldom promoted by teachers as the thing to do.

This technical explanation certainly tells a part of the story, and is reinforced by noting that an increase in game-making is coming about simply as a result of improvements in hardware and software. I have observed many students and teachers in computer labs or workshops taking advantage of the fact that MicroWorlds Logo running on the newest Mac or IBM makes games as easy to program as the static graphics that became identified with the use of Logo 10 years ago. But there is much more to the story of video games in educational than technological evolution. Indeed, something that will more powerfully, and more deeply, facilitate a more massive entry of video game programming into schools is Yasmin Kafai's initiative in bringing this activity into the arena of central concerns of contemporary education theory.

As a background to this remark, it is instructive to note an oversimplification inherent in using the evolution of the technology as an explanation of what happens in schools. There is a two-way street: The evolution of the technology has, to a significant degree, been influenced by (as well as influencing) the culture of educational computing. To see an example, let me recall that in the very early 1980s computers with names like Atari and TI 99/4 were at least as well represented in schools as the Apple II; and because these computers were designed to serve also as game machines, they had hardware features that facilitated programming dynamic actions needed by games but also by other kinds of animation that open to children the opportunity to manipulate and understand many key concepts in science and mathematics. The Apple II was a wonderful workhorse that we all came to love for what it could do. But there was so much these other ma-chines did better that the development of educational computing was significantly retarded by Apple's market victory. Clearly the world of education (which includes research communities and the Washington bureaucracies as well as schools), did not value what these machines could do enough to fight for them.

What I value most in Kafai's work is its contribution to valuing the activity of making a game. I don't mean this merely quantita-tively. Articles about computers vie with one another in telling their audience how very exciting such and such an activity is for the students-or even how important it is for society that children should be engaged in this or that. Kafai also does some of that; but what differentiates her writing from the general "run" is paying serious attention, not only to the detail of what exactly these students are doing, but especially to the categories of theoret-ical inquiry that should be brought to bear on understanding these details. And by doing this well she also makes a contribution in the other sense: in the end her writing will serve to show educa-tion theorists a new domain from which to enrich their ideas. Game-making emerges not only as important to the children (and others) who do it, but also to theorists who want to understand the process of intellectual doing, thinking, and learning.

Perhaps the most important way in which game-making is a theoretically important domain is the emphasis it lays on importance as a category in thinking about what situations are good for learning. Literature on school improvement is full of exhortations to make the content of instruction "relevant." In this theoretical perspective the Kafai's work highlights the need for more discussion about what constitutes relevance for a ten-year old. Certainly not connecting school arithmetic with the supermarket! Connec-ting school science with environmental activism is a much better way to invest learning with importance. But if one does be-long to a culture in which video games are important, transform-ing oneself from a consumer to a producer of games may well be an even more powerful way for some children to find importance in what they are doing.
My point here is not to argue about which source of a sense of importance is best but to note how reflection on game-making is an excellent medium for exploring multiple dimensions-psychological, cultural, mathetic-of this aspect of the learning environment. It is also an excellent medium for highlighting the issues raised by posing an opposition in educational thinking between instructionism and constructionism.

Every educator must have felt some envy watching children playing video games: If only that energy could be mobilized in the service of learning something that the educator values. But the envy can take very different forms. Instructionists show their orientation by concretizing the wish as a desire for games that will teach math or spelling or geography or whatever. The Construc-tionist mind is revealed when the wish leads to imagin-ing children making the games instead of just playing them. Rather than wanting games to instruct children they yearn to see children construct games.

Accepting the honor of writing a preface carries the obligation offering some advice to readers. These two examples of connections made by this book between games and fundamental theoret-ical issues will suffice to give meaning to mine which I'll state as an appeal to read this work on the multiple levels given it by the richness of its author's mind. The book offers a very practicable model from which teachers can draw inspiration in their work with computers. It should embolden them to see importance in what some might dismiss as mere games. The book also offers a model to researchers (and I say this without presuming that teachers and even students should not be included here) in devel-oping thick descriptions of the process of doing a project. Finally to theorists (and again the term is inclusive) it offers not only its author's theoretical insights but also a rich field in which to grow their own.

-Seymour Papert


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