A crucial쾱lin the workplacethat ofproblem-solving: the ability toanalyse anobstacle andfigure out how tobypass.
Many of us acquire this ability through years of experience. So why is it not taught as a fundamental part of oureducation?
It is a question Ian LivingstoneCBEhaspondered for many years.“Learning should be about empowering kids,not turning them into passive receptors able to regurgitate stuff that you’ve told them. It doesn’twork:they’ll forget that stuff,” hetellsϾƷCloud.
“When you’re next flyingacross the Pond,think about how the pilot learned to fly. Would you preferthatthey learn by reading a book, or using simulation software?Do you want them asking‘Now what was thatI readon page 23 again?’
“Using simulation software–effectively a game without the scoring–a way ofusing our hands to get an engagement, whichis critical in learning. And that seems to have been forgotten about in traditional education.”
Asco-founder of Games Workshop in 1975,Livingstonelaunched the infamous Dungeons & Dragons and Warhammer board games in the UK.Also the author of 15 Fighting Fantasy gamebooks – which sold around 20 million copies worldwide – he has seen the value of ‘learning through discovery’ first-hand.
These ‘choose your own adventure’ books, which I devoured myself as a youngster, gave the reader the chance to choose their own destiny at every turn – which often led to their doom.
“I like the social interaction of games and to learn through solving problems,” he explains. “After we launched the Workshop, we used to run ‘gamesdays’. A book editor at Penguin, Geraldine Cook, was amazed to see thousands of people playing D&D and asked if we would write a book about the hobby.
“Rather than doing that, we wrote ‘The Warlock ofFiretopMountain’: a book to give people that same feeling of playing the game. It was the very first branching narrative book, with a game system attached, and it didn’t sell very well at first. Then we appeared on Radio One, reading out the options and encouraging children to phone in with their choices – and suddenly it wentabsolutely ballisticand sold out everywhere!

“Because they were interactive, they wereempowering:they gave children agency. The multiple-choice system allowed them to play in many, many ways, and fail – but they would then want to start again.”
He adds with a smile: “At first, they were criticised because they were called Fighting Fantasy ‘gamebooks’: the word game always sends people into an apoplectic frenzy because they think children are doing frivolous things rather than using their time constructively.
“There was an eight-page warning guide put out by the Evangelical Alliance which said that interacting with demons in the books was bound to see children become possessed by the devil! And a worried housewife in deepest suburbia phoned a local radio station to say that, having read one of my books, her child levitated. The kids were thinking, ‘for £1.50, I can fly?’
“But teachers were beginning to understand the value of these books – they enabled critical thinking because children were trying to find the optimum way through the book. They increased literacy, they found later, by nearly 20%, because children really wanted to understand what each word meant, because it had a significance.”
Livingstone then got in on the ground floor of the UK’s video game industry, which witnessed a meteoric rise in the 1980s.He wouldserve as executive chairman of legendary developer Eidos from 1995-2002,launching the75 million-sellingTomb Raider franchise.

“Through the whole period I’ve been in video games, there’s always been the sense that games are in some way trivial at best and probably harmful for children,” he reflects. “It’s now slowly beginning to dawn on people that games are not just entertainment;they’re powerful and positive tools in multiple ways.
“You cannot get through a game without problem-solving–it‘s impossible. You learn the game intuitively,through trial and error. There’s no such thing as failure – you’re not punished for making a mistake, you’re encouraged to try again.
“Minecraft, for example, is a wonderful creative tool, a kind of digital Lego, where children build these wonderful 3D architectural worlds and share them with their friends.RollerCoasterTycoon is effectively a management simulation: design a theme park, understand the physics of the rides you construct, set the prices and staffing levels. If you do it right, the virtual customers will come to your theme park. Ifthey don’t,you’re not wrong–youcanjust tweak the parameters until you have a successful theme park.
“Anyone can become successful over time. There’s nosense of feeling ‘I’m a failure’; whereas an exam is an arbitrary moment in time where,if you don’t answera questionright, you’re less ablethan others.That sort of standardised metric used to assess children,tomy mind,is wrong.Children develop at different speeds – so why notleteveryone feel a sense of success rather than being judged as failures early on in life?
“We see Generation Z being bored or fidgety in class, and some of them suffering with anxiety, because they’re taught in a very traditional way which goes back two centuries. Education has not kept abreast with technology.”
In2010 Livingstone was asked to act asagovernmentskillschampionforthe video games sector byminister EdVaizey.Livingstonedescribedhis resulting‘NextGen’ report, co-authored with Alex Hope of visual effects firm Double Negative,as a“complete bottom–up review of the whole education system relating to games”.Itled to the introduction of the computing curriculum in schools.
“We managed to convince the government to put computing on the curriculum to replace ICT, whichwas largely a strange hybrid of office skills–learningWord, PowerPoint and Excel–and gavechildren no insightintohow toactually create their own technology,” he says.
“It’s a bit like teaching how to read, but not how to write: childrenneed to understand how code works. They don’t necessarily have to write it – they could use middleware package, or Unity or Unreal to create content–butwe wanted to put children into the driver’s seat of technology, rather than in the passenger seat,movingthemfrom consumption to creativity.“
Far from satisfied, he is now putting his name toThe Livingstone Academy in Bournemouth, part of the Aspirations Academies Trust which runs15 schools across southern England.Set to be openedin September 2021, it is a science and technology academy for children aged 4-18.

Redevelopment of former police station and court buildings will hold 1,500 pupils
Steve and Paula Kenning, CEOs of the Aspirations Academies Trust, are former headteachers who found a kindred spirit in Livingstone. “We’ve worked with more than 50 companies and,invariably, theycan’tfindyoung people with the right skills for jobs. Theyhave good qualifications in standardised tests, but they can’t think for themselves:collaboration isn’t there, creativity isn’t there, critical thinking isn’t there,” says Steve Kenning.
“We want our kids to work with employeesat these companies as part of the learning process.We particularly want to speak with tech and video game companies aboutcollaboratingin this way.
“We are trying to develop more project-based learning, using computational thinking, to engage kids and challenge them.We’re linking subjects together:when youmake a game, you’ve got artists, musicians, entrepreneurs, game designers.There are ahost of different disciplines.
“We want them to go into the world of work with a different mindset,asproblem-solvers and really good citizens for the future,and alsohappy–becausetherearewell over a million kids who arecurrentlyunemployedbecause they haven’t got the right skills.It’s a big issue.”
Livingstone adds: “[The students] will be using games as a contextual hub for learning. How can you gamify the curriculum through projects, computational thinking, computer science, to give children agency for fun, understanding and knowledge?A qualification is nice to have, but what I’m more interested in is your portfolio – what you’reactually ableto do.
“Digital literacy is almost on a par with literacy and numeracy. Computer science, you could argue, is the new Latin because it underpins the digital world in the way Latin underpinned the analogue world. For children to becitizensof the 21st Century, they need to know how this stuff works; otherwise they’ll just fall further and further behind as the worldistransformed beyond recognition by technology.
“If youget them thinking this way very early on,the[resulting]transferable skillswill enable them tomake a game;work against cybercrime;design a jet propulsion engine.Our creativity is the envy of the world. I cannot understand why the government is intent on judging one child against another and strippingcreativity out of the curriculum– it‘s insane!What we havein the UKis an intangible asset that is world-beating. It would be a sad loss if we were not the most creative nation in the world any longer.
“I did badly in school. It was apretty miserableexperience–andI think learning should be a joy. If I can leave a legacy[tosaythat]learning can be fun andthatgames areactually goodfor you–thepowerof play beyond entertainment–I‘ll be very happy with that.”
Ian Livingstone and Steve & Paula Kenning are interested in hearing from any tech or video game companies keen to collaborate and make a positive impact upon the curriculum. Please emailstevekenning@aspirationsacademies.org
Video games

