Title: Keeping the Play in Learning Games
1Keeping the Play in Learning Games
- Scot Osterweil
- The Education Arcade/MIT
- November 15, 2007
- scot_o_at_mit.edu
2Play, 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
3A personal example with blocks.
4Through the informal activity of play, we
scaffold the concepts and ideas that we will
engage with formally in schooland in life.
5Play has no agenda
- The players motivations are entirely intrinsic
and personal.
The Four Freedoms of Play
6The Four Freedoms of Play
- Freedom to Experiment
- Freedom to Fail
- Freedom to Try on Identities
- Freedom of Effort
7The Four Freedoms of Play
-
- The Four Freedoms of Learning
- ?
- The Four Freedoms of School
- (as currently embodied)
8Play 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
9An 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(No Transcript)
12Grand Theft Calculus
13Without playfulness a game is just going through
the motions.
14Its not what you know, but how you learn.
15How 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
16How Do We Think About Learning Games?
- They should engage players imaginations with
places, events, themes and ideas that matter. - Huckleberry Finn
- Civilization, SimCity
17Enough Talk Lets Play
18Keep in MindNarrativeActivityStructure
19Game 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.
20Game 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
21Game 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
22Player styles f v. m
23We need a new hand-off between formal and
informal learning
24The 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
25And we need a new model of sustainability and
growth.
26Labyrinth
- Puzzle Adventure Game
- Hours of Play - engrossing story
- Web Served
- Play anywhere - on several platforms
- Cumulative Progress
- Data Collection for Teachers
27Labyrinth
- Repeat Play
- Partial Success
- Gradual Mastery
- Team Based
- Individual play, team goals
- Promoting collaboration/communication
- Students write about their thinking
28Labyrinth
- 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
29Labyrinth
- 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.
30Keeping the Play in Learning Games
- Scot Osterweil
- The Education Arcade/MIT
- November 15, 2007
- scot_o_at_mit.edu