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Keeping the Play in Learning Games

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Title: Keeping the Play in Learning Games


1
Keeping the Play in Learning Games
  • Scot Osterweil
  • The Education Arcade/MIT
  • November 15, 2007
  • scot_o_at_mit.edu

2
Play, observable throughout the animal kingdom,
is the fundamental way we learn.
"Now in myth and ritual the great instinctive
forces of civilized life have their origin law
and order, commerce and profit, craft and art,
poetry, wisdom and science. All are rooted in the
primeval soil of play."
  • Johann Huizinga
  • Homo Ludens, 1938

An example with rods and clamps
from The Childrens Machine, Seymour Papert, 1993
3
A personal example with blocks.
4
Through the informal activity of play, we
scaffold the concepts and ideas that we will
engage with formally in schooland in life.
5
Play has no agenda
  • The players motivations are entirely intrinsic
    and personal.

The Four Freedoms of Play
6
The Four Freedoms of Play
  • Freedom to Experiment
  • Freedom to Fail
  • Freedom to Try on Identities
  • Freedom of Effort

7
The Four Freedoms of Play
  • The Four Freedoms of Learning
  • ?
  • The Four Freedoms of School
  • (as currently embodied)

8
Play has no agenda
  • The players motivations are entirely intrinsic
    and personal.

How do we channel play into learning activities
while still allowing for plays fundamentally
open-ended nature?
GAMES
9
An example
GAMES
10
  • In games we willingly submit to arbitrary rules
    and structures in pursuit of mastery, but only if
    we can continue to be playful.

The promise of games is that through real play,
the player will build new cognitive structures,
and ideas of substance.
11
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12
  • What the world needs is

Grand Theft Calculus
13
Without playfulness a game is just going through
the motions.
14
Its not what you know, but how you learn.
  • Spelling Bee v. Scrabble

15
How Do We Think About Learning Games?
  • They should engage players with reasoning and
    processes relevant to their studies
  • Logic
  • Ethics
  • Design
  • Scientific Inquiry
  • Historical Inquiry

16
How Do We Think About Learning Games?
  • They should engage players imaginations with
    places, events, themes and ideas that matter.
  • Huckleberry Finn
  • Civilization, SimCity

17
Enough Talk Lets Play
18
Keep in MindNarrativeActivityStructure
19
Game Narrative
  • A game world that allows players to explore their
    identity
  • Not patronizing or flattering
  • Non-gendered
  • A game world that embodies the subject matter.

20
Game Activity
  • Not about memorizing solutions - about learning
    strategies, processes, habits of mind
  • Students understand that wrong answers are part
    of getting the right answer
  • Learning to think like a scientist,
    mathematician, engineer, artist
  • Engaging with content in a context
  • Activities that are tactile, offer sensory
    satisfaction

21
Game Structure
  • Multiple passage through challenge (tokens)
  • Partial reward for partial success clear
    incentives for more success
  • No brick walls
  • Emerging ideas
  • Not just one way to win
  • No time pressure
  • Enables conversation
  • Collaboration
  • Teacher or parent can observe or engage

22
Player styles f v. m
23
We need a new hand-off between formal and
informal learning
24
The Hand-Off
  • Students can play game like any gamer
  • Teacher can bring game into class, relate
    experience of game to new subject
  • Students undertake that subject with the
    enthusiasm of an expert
  • Teacher can even use class to discuss future game
    play strategies begin to model meta-cognition
  • Individual saved games give evidence of students
    progress

25
And we need a new model of sustainability and
growth.
26
Labyrinth
  • Puzzle Adventure Game
  • Hours of Play - engrossing story
  • Web Served
  • Play anywhere - on several platforms
  • Cumulative Progress
  • Data Collection for Teachers

27
Labyrinth
  • Repeat Play
  • Partial Success
  • Gradual Mastery
  • Team Based
  • Individual play, team goals
  • Promoting collaboration/communication
  • Students write about their thinking

28
Labyrinth
  • Math engaging students in pre-algebra
  • Proportionality
  • Numbers
  • Equations/Variables
  • Geometry
  • Literacy for the 21st Century
  • Writing for communication
  • Visual and Verbal Literacy
  • Comics-based storytelling

29
Labyrinth
  • Technology Flash
  • Scalable to many screen-sizes
  • Stabilizing as platform for handhelds
  • Easy to pilot
  • A new production model bypassing the Hollywood
    economics of the game industry.

30
Keeping the Play in Learning Games
  • Scot Osterweil
  • The Education Arcade/MIT
  • November 15, 2007
  • scot_o_at_mit.edu
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