Reimagining Learning Through Play: Inside the Endless Games and Learning Lab at ASU
What if education felt more like play while also helping people build useful skills? That’s the question driving the Endless Games and Learning Lab at Arizona State University. The lab is pioneering new ways to make learning engaging and relevant through game design, immersive play, and collaborative projects.
We caught up with Mark Ollila, Director of the Endless Games and Learning Lab, to explore how this work is unfolding, what it means for the future of education, and how the partnership with Endless is helping reimagine learning through games.
“The idea is to use games as a gateway. Whether you're making a game or playing one, you're building real skills...and those aren’t just gaming skills—they’re transferable across industries.”
- Mark Ollila
Director, Endless Games and Learning Lab
What inspired the creation of the Endless Games and Learning Lab, and what’s the big-picture goal behind the lab’s work?
Mark: This whole thing started with a conversation. Matt Dalio from Endless and ASU President Michael Crow both shared a strong belief that games aren’t only for fun—they’re powerful learning tools. They’d each picked up life skills through games and wanted to explore how that could be harnessed in a more intentional way.
At ASU, there’s a framework called the "realms" of learning. Traditional education sits in Realm 1. Realm 5, where the lab operates, is about infinitely scalable, personalized learning—learning that can meet people wherever they are, however they learn best.
The idea is to use games as a gateway. Whether you're making a game or playing one, you're building real skills: coding, storytelling, animation, communication, and collaboration. And those aren’t just gaming skills—they’re transferable across industries.
How do you see the role of games evolving in the landscape of education and learning?
Mark: It’s already happening—games are becoming a more accepted part of learning, not just something for the weekend. Parents, teachers, and universities are starting to realize that games aren’t just entertainment; they’re environments where serious learning can happen. And there’s even expert opinions to back this up. John Seely Brown, a veteran researcher and former Chief Scientist at Xerox Palo Alto Research Center, said that World of Warcraft players are learning at a rapid rate through collaboration and knowledge sharing. Now, the real question is: how do we capture and measure that learning?
One big step forward is micro-credentialing. Micro-credentialing is a way to offer tangible proof of the skills and knowledge someone picks up through games. It's also changing the way we talk about “screen time.” Instead of just asking how long someone’s been on a screen, we're asking what they’ve been doing—and what they’ve learned.
Can you tell us a little more about micro-credentialing and how it will benefit learners?
Mark: Think of micro-credentials like digital badges that show what you’ve actually done and learned through gaming. While you might not get a full degree, you can still walk away with something concrete. We recently had a hackathon where we covered everything from the art of game-making to programming. At the end of the event, all of the participants got a credential and students were encouraged to share them on LinkedIn or other platforms to showcase their skills.
Some programs even offer both academic credit and microcredentials. The idea is to make learning more flexible and personalized—letting students stack credentials over time toward a degree, or just use them to prove their skills to employers.
Ultimately, I’d love to have a “learning rating” for games that show the educational value. Whether the game covers topics in oceanography, history, or business strategy, it’s all about making the invisible learning visible.
What are some topics that the micro-credentialing program could cover?
Mark: We approach micro-credentialing through three main categories: Make to Learn, Play to Learn, and Learn to Earn.
Make to Learn is all about students working in teams to create games—through that process, they pick up real-world skills like coding, design, and collaboration. Play to Learn captures the idea that games are full of ambient learning. Players might pick up history from a game like Assassin’s Creed or Age of Empires. We want to formally acknowledge that learning with microcredentials. And Learn to Earn is where it all connects to careers. When students collaborate on real-world projects with industry partners, they gain hands-on experience that’s directly relevant to the job market. By awarding microcredentials for that work, we’re giving learners a flexible, meaningful way to showcase their skills and stand out to future employers.
What’s the process like for designing a game that’s both fun and educational? How do you balance the need for both?
Mark: It starts with fun. If a game isn’t fun, no one’s going to play it long enough to learn anything.
The lab starts by identifying game design patterns and figuring out what makes them engaging. Once the fun part is nailed down, the team thinks about how to weave in educational goals. Let’s say the learning objective is supply chain management. Designing a game about building a mountain bike might be way more fun than a game about managing a spreadsheet—and that’s the key. In one game about recycling, players learned negotiation and business skills without even realizing it. That’s the sweet spot: learning through immersion.
How has the partnership with Endless Foundation shaped the direction or capabilities of the lab?
Mark: Endless has really helped the lab see beyond its own bubble—especially into the realities of learners in emerging markets. It’s pushed the team to think more deeply about access, infrastructure, and local relevance. Our partnership has also opened doors to new collaborations, like with Games for Change and OceanX, and connected the lab to a growing network of people with similar passions and goals.
One of the coolest parts is that we now have Endless grantees coming to the lab to get their work micro-credentialed through ASU. It’s all part of Matt’s original vision: building critical mass around a shared idea of what learning through play can look like on a global scale.
Where do you see the lab headed in the next 3–5 years? Are there any emerging technologies you’re excited to explore?
Mark: AI is a big one, and I think we should embrace it instead of being afraid of it. The most effective teams will be the ones who can combine the creativity of humans with the efficiency of AI. In game development, AI can help with the heavy lifting, but humans still bring the magic. That’s where we should focus: training learners to work confidently in that space between human ingenuity and AI power.
What advice would you give to young designers, educators, or researchers who want to explore this space?
Mark: Find a mentor. It’s the one piece of advice I always come back to. A good mentor helps you navigate challenges, spot opportunities, and accelerate your growth. Especially in a field that’s still evolving, that kind of guidance can make all the difference.
To learn more about the Endless Games and Learning Lab, click here.