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Gaming and Learning: Play as a Way of Learning
1. Gaming and Learning
Play as a way of learning
ESSEC Teaching & Learning Innovation Forum
4 June, 2009
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2. Gail Matthews-DeNatale, Ph.D.
Associate Director of Academic Technology,
Simmons College , Boston, USA
For more information, see:
http://playfullearning.pbworks.com
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About the Presenter
3. In this Session
• Consider the richness and variety of
learning that occurs during play
• Discuss theories of “playful learning”
• Explore the role of technology in
fostering play-based learning
• Link to additional resources on play-
based learning
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5. What do the “Experts” Say?
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Koster – Fun = Challenge at Edge of Ability
Osterweil – Four Freedoms of Play
Sutton-Smith – The Ambiguity of Play
Nat’l Institute of Play – Seven Patterns
Strong Museum – Six Elements of Play
Read more at http://playfullearning.pbworks.com/
Theoretical-Models-for-Play
6. What’s Going on While at Play?
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Open-ended
Youth directed, Youth generated
Improvisation
Risk-taking
Emergent collaboration
and group process
Bricolage (Tinkering)
Deep engagement and personal investment
Experimentation
Multiple drafts/iterations
Imitation
Fantasy
“Convergent” process
for multimedia composition
8. 8
Example: ARGs
Key components:
• Physical and Virtual
• Narrative
• Immersive and
Experiential
• Real/Not Real
• Complex and Open-
Ended
• Collaborative
– ELI 7 Things You Should Know About ARGs
– http://net.educause.edu/ir/library/pdf/ELI7045.pdf
10. 10
Bluth’s Plea
Dear colleagues,
If you’ve received this message, I’m afraid it’s gotten very bad. And I’m counting on you
to uncover the findings that I’ve left you. Before they do.
So here’s what you can do. Find the URL in my video. If you missed it, watch it again at
www.SaveBluth.com. Then head to the site to find the things I’ve left behind. The clues
might be obvious, like a link. Or more hidden, like an image behind an image. If anything
looks awry, you can bet it’s a clue. (And there are at least 20 hidden pieces to find.) A
few tips to get you started:
• If you find a clue word, drop it at the end of the main URL to find the hidden content.
• Look everywhere – online, in the conference space. I’ve hidden my research well.
• Join the Ning network and the ELI Twitter stream to work with colleagues. You’re going
to need each other to find it all!
And whatever you do, don’t let them find it. I’m counting on you! RKB
11. 11
Anticipated Learning Outcomes
The game was intended to:
» Create opportunities for social
interaction.
» Use real scientific data and
address a pressing issue.
» Employ digital storytelling
through narrative, video, audio,
and visuals.
» Engage players – enticing them
into playing and responding.
» Be messy (in a good way, a
learning challenge).
13. 13
Clues: Virtual and Physical
Podcasts
QR codes link
to URLs and
locations
Twitter (a way for Bluth to
communicate with players)
“Missing” signs
Rejection letters
“Missing” signs
14. 14
What Happened
– Players built a wiki and
contributed 100 edits
– They shared resources in
Ning and Tweeted to Bluth
– In the end, “hidden” pages
averaged 28 views; Only
three pages were not found
15. Advice and Questions
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Advice:
• Play-based learning is complex (but not impossible) to
design.
• Clarify learning goals and principles up front.
• Design purposefully, but avoid being too rigid.
• Have fun and take risks.
Guiding questions:
• What learning goals would you like to accomplish?
• What are your timing and resource constraints?
• What resources are available to you (colleagues,
spaces, technologies, and support)?
• What’s your plan – what steps and tasks are necessary
for successful implementation?
• What will make the experience playful and engaging?
• How will participants know what they’ve learned?
Give you an overview of what the “experts” are saying about play
Example in higher education – and hear what faculty have to say about play and learning
Sometimes it’s more important to know the questions than to know the answers, so we provide questions designed to help you succeed in your design and use of play
This is a HUGE field that can take up a lifetime, not just an hour. So we’ve developed a wiki that provides additional resources should you want to pursue the topic in greater depth after today
FINALLY – heaven forbid! – we’ve built a bit of play into the webinar so that we “walk our talk.” For example, as you played around with the circles at the beginning of the webinar, you were “playing” at collaborative brainstorming in which the goal was to get lots of ideas on the table and to help you transition into a playful way of thinking.
Imagine that you are entering a large room. You see lots of play objects: a jump rope, arts and craft supplies, paper airplane, kaleidoscope, Leggos, dress-up costumes that happen to be just your size, an etch-a-sketch, and a jigsaw puzzle. Which to you play with first? (note that they can share in the chat if they want).
I invite you to consider what your selection tells you about your learning style and preferences – and to consider the richness and variety of learning opportunities represented in this collection of play objects.
Puzzle – this is an example that has a “right” answer, the enjoyment comes from wresting coherence and order from apparent chaos. When we talk of “play” the first thing that usually comes to mind are games that have a “solution.” This is really only a subset of a much larger set of “play” possibilities.
Tim Brown – thinking with your hands (craft paper)
Gregory Bateson – child is playing at being a bishop not to become a bishop, but to explore what a bishop is – those who selected the costumes may learn though imagining the possibilities
Paper airplanes and Legos – the engineers and designers in the audience – tacking a challenge and prototyping possibilities
Kaleidoscope – exploring the world around from a range of perspectives – what would it look like if everyday views were reordered?
Etch-a-sketch – fun is in the making, the process. As with the Circles exercise, the goal is to get a lot of ideas on the table, not necessarily to retain them for posterity
Jump Rope – Perhaps the most kinesthetic example. Unfortunately, much of formal learning is disembodied, so kinesic learners are left to fend for themselves. With recent developments like the wii, perhaps more of technology-mediated play will be designed to include those of us who learn through movement.
For a one page synopsis, see the wiki!
Raph Koster: A Theory of Fun for Game Design
Fun is the act of mastering a problem mentally. It is the feedback that our brains give us when we are absorbing patterns for learning purposes. If a problem is too easy or too hard, it's not perceived as "fun." As a person's mastery increases, things that used to be "fun" may become boring (e.g. Tic Tac Toe).
National Institute for Play: Types of Play
Attunement Play: e.g., the parent-child bonding that takes place during peek-a-boo with an infant
Body and Play Movement: fe.g., jumping, skipping, or twirling just for the sake of it
* Object Play: e.g., banging pans, skipping rocks, shooting marbles
Social Play: This type has three subsets (belonging, rough and tumble, celebratory)
Imaginative and Pretend Play: e.g., imaginary friends, dress-up, make-believe
* Storytelling / Narrative Play: e.g., puppet shows, shaggy dog stories
Transformative-Integrative Play: e.g., Einstein imaginatively riding pleasurably on a sunbeam at the speed of light, playing around with ideas for new products, play + science = transformation
Scot Osterweil: The Four Freedoms of Play
Freedom to :Experiment , Fail , Try on Different Identities Freedom of Effort (to stop at any time)
Brian Sutton-Smith: The Ambiguity of Play
Play is "liminal" in that it occupies a threshold between reality and unreality. Ambiguity of
Reference - Is that a pretend gun sound, or are you choking?.
* Referent - Is that an object or a toy? (stick transformed into a sabre)
Intent - Do you mean it, or is it pretend?
Sense - Is it serious, or is it nonsense?
Transition - You said you were only playing
* Contradiction - A man playing at being a woman
Meaning - Is it play or playfighting?
The Strong National Museum of Play: Elements of Play
Anticipation, Surprise, Pleasure, Understanding, Strength, Poise
* Each of these elements increases and grows stronger as you play
What are some of the common themes across all these theories?
Open-endedness, bricolage (for example, a phone used as the recording studio -- using technologies in unanticipated and inventive ways - cite "Tinkering as a Mode of Knowledge Production in a Digital Age" - Carnegie Foundation - Videos at http://vimeo.com/2183356),
Collaboration (group process in which each member contributes -- the strengths of one benefit the others)
Experimentation (ad lib is the "pre writing" for script development)
Composition process that spans several media (f2f improv, text, video),
(Youth) student-directed and student-generated content
Imitation and fantasy (learning through pretending a la Gregory Bateson)
Deep engagement and personal investment (flow).
How can we infuse more of these features into the learning experiences we offer to our students?