Learning Through Play, Changing Through Games: Master's in Digital Learning Games
Frank Turnbull Simpson is a second-year student in the Digital Learning Games Master’s programme at the School of Digital Technology at Tallinn University. With a background as a university lecturer, Frank joined the programme to develop his technological skills while wanting to stay connected to education.
His studies have changed the way he sees games not just as entertainment, but as meaningful experiences that can motivate learners and support learning in new ways.
What motivated you to apply for the Digital Learning Games master’s programme at Tallinn University?
I was a university lecturer for 15 years and wanted to stay in education, but I was looking to try something different. I was looking for a master's programme that would increase my technological skills while maintaining an educational focus.
Having seen the limitations of the traditional classroom setup and the popularity of games among students, I was interested in the ways in which games could be used in educational settings to motivate students and improve the overall learning experience.
How have your studies influenced the way you think about games, learning, or technology?
I actually came into the programme as someone who hadn't really played games for a very long time, so the course has definitely influenced the way I think about games.
It has been very interesting to think about games from an academic perspective, and even seemingly simple questions such as “what is a game” have proven to be very interesting and challenging.
I now view games as an art form, and I think they have the potential to provide transformative experiences just as other art forms such as literature, music, or film do.
Is there a project or assignment you have worked on so far that you found particularly interesting or meaningful? Why?
The most interesting and meaningful project I have worked on has actually been my internship.
I interned with a licensed professional counselor who specializes in ADHD, self-development, and emotional health. They have an affiliated project that extends their clinical work into public-facing educational media, particularly through video essays and shorts on YouTube that connect mental health, gaming, and culture.
I assisted with the creation of over a dozen YouTube shorts and learned a range of skills related to video editing and production, and we had many hours of interesting conversations on how video games provide meaningful, transformative experiences.
What have you learned so far about how (digital) games can support learning?
Digital games have the potential to support learning by transforming the passive intake of information into an active, immersive experience and by increasing students' intrinsic motivation.
My studies have been more focused on educational psychology than on game design, and I have taken courses on Self-Regulated Learning, the Pedagogical and Psychological Factors of Learning, Learning Environments, and Learning Games, which have given me insight into theories of learning, motivation, psychology, and pedagogy.
What would you say to someone who is considering applying to the Digital Learning Games programme at Tallinn University?
I would tell them to give it serious consideration. The programme is interesting and rewarding, and there is ample scope to pursue one's specific interests within the framework of digital learning games.
Learn more about the Digital Learning Games master's programme