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  • >>It's really cool school.

  • I've never gone to a school quite like it.

  • >>Well, we get to design games and play each other's games,

  • so instead of just doing work, work, work all day.

  • >>Well, we have the basic classes of a school,

  • but we gave them different names, like math is called Code World.

  • Science is the Way Things Work.

  • >>We learn everything that all the other schools learn.

  • We just learn it differently.

  • >>My name's Katie Salen and I wear a couple of different hats.

  • One, I'm a professor at Parsons, the New School of Design and I teach

  • in a program there called Designing Technology.

  • I also run a nonprofit called the Institute of Play, which is a games

  • and learning space where we develop all kinds of stuff

  • around games and learning.

  • And then my last hat is, I'm an executive director of design

  • at this new middle school called Quest to Learn in New York City.

  • >>Quest to Learn is a new sixth grade through twelfth grade public school

  • that opened in New York City in Fall 2009, and it's a school

  • that has the tagline, school for digital kids.

  • And all that means is that we believe that kids can and do learn

  • in different ways outside of school, often via access to digital media

  • and access to kind of online community support.

  • And that if we know that learning outside

  • of school matters a great deal to kids' ability to learn well

  • in school, we have to pay attention to that.

  • >>So it's a school that from the ground up has been designed

  • to leverage the kind of digital lives of kids, and it also looks

  • at the notion of how games work as learning systems,

  • and it's developed a pedagogical approach

  • that delivers what we call game-like learning.

  • And all that means is that kids are dropped

  • into complex challenge based context, that they have no ability to solve

  • at the beginning of ten weeks.

  • And then that ten week structure, what we call a mission,

  • is broken down into a series of smaller challenges, that scaffold

  • and really engage that kid in learning how to do something

  • that will allow them to solve that complex problem.

  • >>In watching these games,

  • you realize the reason why these games are so popular,

  • is they're so carefully balanced between offense and defense.

  • There's so many choices, there's so many challenges.

  • >>We're trying to prove that game design can help kids think deeper

  • and more abstractly about everything else.

  • And that we feel that the thing about game design is

  • that that's this generation's mode of discourse.

  • It's a fully mainstreamed art form, just like cinema is,

  • but a hundred years ago, you couldn't study cinema in a school.

  • Now every school has a cinematography class,

  • and game design has now reached a sort of mainstream acceptance.

  • It's how kids socialize, by playing games.

  • >>A lot of concerns that parents have when we start talking

  • about games is a concern around competition,

  • and a concern around notions of kind of incentives and rewards.

  • And what they get worried about is, "Oh, there's this game stuff

  • where kids get addicted and all they wanna do is get better,

  • better, better."

  • And so we've tried to strike a balance with that to say that, "Well,

  • what's really awesome about that is that kids are driven to get better."

  • And one thing games do do very, very well, is they understand how

  • to incentivize players to want to get better.

  • >>And then you have two goals, but one of them is impossible to get to.

  • >>Teacher: Okay.

  • >>My game has two goals that are both possible to get to.

  • >>So the way that our curriculum is structured in mission

  • and quest based, so it actually builds

  • on that trope from online gaming.

  • And the idea is that quests actually get harder as you move through them,

  • because you're actually developing tools and developing knowledge

  • and developing experiences.

  • And the goal is that you actually can't move to a quest

  • until you've completed one prior.

  • They're proceeding through some kind of challenge

  • and they're getting closer to some kind of end goal, and we have found

  • that that's very motivating for kids, that they know where they're at,

  • they know how far they've come and they know what they need to work on.

  • >>Game design is not just sitting in front of a computer

  • and creating a game where somebody runs

  • around collecting coins or something.

  • Game design is all about trial and error and figuring

  • out all these things that would make a good game.

  • >>Two of the big ideas that kids have been working on all year,

  • one is ideas of teamwork and collaboration,

  • which we think is a central skill in the twenty-first century.

  • Being able to not only work together with somebody,

  • but to have a specific expertise and being able to talk with someone

  • about that, share with someone about that,

  • and kind of co-build something together.

  • The second idea is around this idea of multi-modality, of kids being able

  • to read and encounter text and stories and image making in a lot

  • of different kinds of mediums.

  • >>This trimester in the Sports for the Mind class,

  • which is one of the central systems thinking classes,

  • where kids are making games as a way to learn about systems,

  • we decided to work on a kind of translation project.

  • So they're studying a story, studying Aesop's fables,

  • and they're looking at, what does it take the translate the components

  • of a story into a live, three D game environment?

  • And so we're moving from things like a static page, into an environment

  • where the kids have created

  • and costumed characters, they've built sets.

  • And then the final exhibition is, the kids will,

  • in this three D game, perform this story live.

  • So it's a little bit like a virtual theater performance of a story

  • that has come from a kind of oral tradition of storytelling,

  • moved to a printed page, moved to a kind of graphic novel format,

  • now into a three D game environment.

  • >>We think that design thinking is actually a way

  • of looking at the world.

  • It's a way of looking at the world as someone who is active in thinking

  • about how to solve problems, is active in kind of analyzing

  • and understand how things work, and we think that's a great stance

  • to have, to look at the world generally.

  • So we believe these kids are gonna grow up through work

  • in our school as design thinkers.

  • That doesn't mean that they're all gonna go

  • on to be designers in professional lives.

  • We would imagine and love that some of those kids will step into roles

  • as wanting to be scientists, wanting to be writers,

  • wanting to be musicians, you know, wanting to be whatever.

  • But they still will have this perspective on how they look

  • at the world, and that will inform any discipline that they go into.

  • >>Well, I think at the kind of heart of everything we're doing is,

  • we're trying to help kids understand how to be in charge

  • of their own learning, and continue to grow as learners

  • across their whole life, because we just understand that's critically

  • important these days.

  • These kids are not gonna graduate, enter a job and be in that job

  • for the rest of their lives.

  • They're gonna need to be able to adapt.

  • They're gonna have to learn new things constantly.

  • And so that's the type of learner that we're looking to graduate.

>>It's really cool school.

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