baby brain scan

Think of toys as pivots– as Vygotsky did, as well as prior posts on this site regarding play. Toys are representation,. where a child may imagine that they are participating in something imagined and fantastic that might otherwise be too dangerous to participate in or initially too difficult to do. However, with the toy, the child might come closer to realizing the fantasy. What the experts in the article seem to ignore is that more complex toys can make the act closer to the real act — MIMESIS — imitation of the thing to be learned and played to gain competence and gain respect enough to engage in the real act through showing aptitude, knowledge, and competence. Read more

The Jekyll and Hyde Effect

The Jekyll and Hyde Effect calls into question approaches to accountability and implementation of mandated approaches to research-validated techniques and assessment in classroom instruction. Dissonance between teachers core beliefs about student learning and these new mandates, as presented to them, may be creating two different identities, two different classrooms, and two different sets of books  to satisfy mandates and continue doing what they know works. This study utilized discourse analysis, coding teacher artifacts as outcomes of genre chains with themes from mandates, policy, and law for classroom changes in curriculum and instructional assessment tools, materials, and professional development. The informants from the studies and findings from analysis of the artifacts reveal that many teachers do not feel that what is good for the spreadsheet is good for kids. This tension in core beliefs about learning and instruction need not lead to conflict– integration of assessment and appropriate implementation could enhance teacher and student experience. The transformation of policy to implementation was seen as problematic and led to misunderstanding and conflict, often based upon an inability to see standards, benchmarks, and assessments integrated into engaging, play-like activities such as games rather than the controlled, direct instruction that might cause resistance and disinterest by students and instructors, but easy to identify by administrators. The presentation makes a case for the importance of play in engagement and comprehension through review of literature on intelligence measures and new research on embodiment theory and the indexical hypothesis. Then it give examples of implementation.

New models of comprehension and memory validate the value of active and playful learning for cognitive enhancement and generative transfer. Data on academic performance and engagement measures from five years of games, play, and virtual space learning in K-20 classrooms will be presented in the context of assessment measures using a model for assessing cognitive growth. This is contrasted with educator beliefs, the efficacy of play, and the limitations of models of teacher professionalism creating a Jekyll and Hyde Effect. Though interviews, artifacts, and surveys, K-20 educators have expressed a willingness to embrace games, but have been reluctant to do so publicly for fear of professional reputation, as well as the ability to implement such pedagogical change.The Jekyll and Hyde Effect 11

In this presentation, on overview of research, methodology, outcomes, and descriptions of implementation will be presented on how video games and virtual worlds were used to raise standardized reading scores. This evidence, methodology, and experience is presented with outcomes of surveys, interviews, and discourse analysis of teacher artifacts, and presents the institutional experiences of educators balancing the tension of using games and play, and the fear of being stigmatized as unprofessional at their teaching sites. The result begins to create a picture of creating two different sets of books, and two different teaching identities — Jeckyll and Hyde.

lets play videogames

In this post, Ross Smith, Director of Test, Windows Security, at Microsoft, and one of the authors of The Practical Guide to Defect Prevention (Microsoft Press, 2007), describes the groundwork on their approach to using games as a tool for productivity and defect prevention through Portfolio Selection, Game Theory and “crowdsourcing”.  He makes a case for a diverse portfolio of defect detection techniques and a means for utilizing crowds for human computation  for developing these techniques.  Smith asks:

“So, if the problem set for defect detection lies in our ability to balance our portfolio of discovery techniques, how can we involve the “crowd” to balance our portfolio on a grander scale?”

He states that:

The answer lies in the use of “Productivity Games.” Productivity Games, as a sub-category of Serious Games, attract players to perform “real work,” tasks that humans are good at but computers currently are not. Although computers offer tremendous opportunities for automation and calculation, some tasks, such as analyzing images, have proven to be difficult and error-prone and, therefore, using computers can often lower the quality and usefulness of the results. For tasks such as this, human computation can be much more effective. Additionally, by framing the work task in the form of a game, we are able to quickly and effectively communicate the objective and achieve higher engagement from a community of employees as players of the game.

Here is an excerpt and link to the original post:

Modern portfolio theory (MPT), based on Markowitz’s work, suggests that the return of an investment portfolio is maximized for any given level of risk by using asset classes with low correlations to one other. In other words, a diverse set of investments reduces risk and maximizes return. In a portfolio with two diverse assets, when the value of asset #1 is falling, asset #2 is rising at the same rate. MPT also assumes an efficient market—that is, all known information is reflected in the price of an investment. These factors contribute to an investor’s ability to create an “optimal portfolio” for his level of risk.

How does this apply to testing software? The effort we put forth in testing (or quality improvement) is our investment. Our return or investment yield is the number of defects discovered. Each of our techniques will yield a return of a certain number or percentage of defects. This is easily seen in the distribution of the “How Found” field of our defect-tracking database. In addition to the return of discovered defects, there is the risk of escaped defects: missed bugs that are found in the field. This is akin to investor loss.

The evaluation of our testing strategy based on the MPT principles exposes a set of deficiencies and enables us to improve the return on our testing investment while minimizing the risk of escapes, the same way investors maximize the return on their portfolios while minimizing the risk of loss of principle. The range of optimal portfolio selection, according to Markowitz, is called the “efficient frontier” and is derived by evaluating each asset’s correlation with every other asset’s correlation to determine the optimal allocation of all the asset classes. Once the efficient frontier has been determined for the asset classes being evaluated, the decision of which optimal portfolio to choose becomes a question of the level of risk tolerance.

In other words, once the efficient frontier has been determined for our defect discovery techniques (“how found” in the tracking database), we can use our tolerance for risk (how many bugs found in the field are we willing to accept as a reasonable level of risk) to estimate which test strategies to invest in, and how much/frequently we should invest. A diversified approach minimizes our risk and maximizes our return. When the defect yield of “how found = test case development” starts to wane, it’s time for “how found = customer” or “how found = ad hoc testing.” We are governed by the principle that the second bug is harder (and more costly) to find than the first. Yield curves through a project cycle illustrate this effectively. This is common sense to any seasoned tester, but the numbers give us a formula to predict and dictate the timing of behavior change.

The most important aspect of the diversified approach is to stay with the portfolio once it has been established, regardless of return. This takes a level of trust that we’re not used to at Microsoft and a belief that our techniques are good investments. Just as an investor might panic when a given investment fails miserably, we tend to over-react when we miss a certain type of bug. Just as a fund manager massages her investments to provide consistency, there are great defect prevention tools and techniques to improve our test strategies.

Game Theory and Human Computation

The relationship here is interesting. The year before winning the Nobel Prize, Harry Markowitz won the John von Neumann Theory Prize. From the Nobel Prize site:

“In 1989, I was awarded the Von Neumann Prize in Operations Research Theory by the Operations Research Society of America and The Institute of Management Sciences. They cited my works in the areas of portfolio theory, sparse matrix techniques and the SIMSCRIPT programming language.” John von Neumman was one of the leading mathematicians in his day, and instrumental in the development of game theory.

John von Neumann’s 1944 book, Theory of Games and Economic Behavior, helped set the stage for the use of math and game theory for Cold War predictions, stock market behavior, and TV advertising. He was the first to expand early mathematical analysis of probability and chance into game theory in the 1920s. His work was used by the military during World War II, and then later by the RAND Corporation to explore nuclear strategy. In the 1950s, John Nash, popularized in the film A Beautiful Mind, was an early contributor to game theory. His “Nash Equilibrium,” helps to evaluate player strategies in non-cooperative games. Game theory helps us to understand how and why people play games.

So, other than Markowitz winning the von Neumann award in 1989, how does MPT relate to defect prevention? The answer lies, seductively, in the use of crowd-sourcing and human computation: attracting the effort of “the crowd” to assist.

Wikipedia describes “crowdsourcing” as

“a neologism for the act of taking a task traditionally performed by an employee or contractor, and outsourcing it to an undefined, generally large group of people or community in the form of an open call. For example, the public may be invited to develop a new technology, carry out a design task (also known as community-based design[1] and distributed participatory design), refine or carry out the steps of an algorithm (see Human-based computation), or help capture, systematize or analyze large amounts of data (see also citizen science).”

and “human computation” as

“Human-based computation is a computer science technique in which a computational process performs its function by outsourcing certain steps to humans. This approach leverages differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human-computer interaction.”

So, if the problem set for defect detection lies in our ability to balance our portfolio of discovery techniques, how can we involve the “crowd” to balance our portfolio on a grander scale?

The answer lies in the use of “Productivity Games.” Productivity Games, as a sub-category of Serious Games, attract players to perform “real work,” tasks that humans are good at but computers currently are not. Although computers offer tremendous opportunities for automation and calculation, some tasks, such as analyzing images, have proven to be difficult and error-prone and, therefore, using computers can often lower the quality and usefulness of the results. For tasks such as this, human computation can be much more effective. Additionally, by framing the work task in the form of a game, we are able to quickly and effectively communicate the objective and achieve higher engagement from a community of employees as players of the game.

One of the all-time greatest examples of a Productivity Game is the ESP Game, developed by Luis von Ahn of Carnegie-Mellon University (also well known for inventing the Captcha), in which players help label images. In the ESP Game, two players work together to match text descriptions of images to earn points. The artifacts of game play are text-based (searchable) descriptions of images (not searchable). More at http://www.gwap.com.

Following is a series of quotes and examples related to the importance, usefulness, and appeal of games.

As University of Minnesota researcher Brock Dubbels suggests, “Games provide the opportunity to experience something grand—flight simulators do not have the excitement that games do—games exaggerate and elevate action beyond normal experience to make them motivating and exciting. In World War 2, the likelihood of being in a dogfight was slim, but in the game ‘1942,’ you can find one around every corner. Games raise our level of expectation to the fantastic and our biochemical reward system pays out when we build expectation towards reward. Sometimes the reward leading up to the payout is greater than the reward at payout! A game structures interaction in ways that may not be available by default for special circumstances and projects. A game can also create bonds that hold people together through creating opportunities for relationships that one might not experience every day.”


Read the article in entirety


chee-pachia-strib-091

Learning is a game to Brock Dubbels and the students in his class at Seward Montessori in Minneapolis.

They spend their school time together playing off-the-shelf video games for the Nintendo Wii and other popular systems. But the 26 sixth- to eighth-graders aren’t learning from the games’ content. They’re gaining key skills simply by playing and studying the games.

“It connects to their lives,” Dubbels explained. “Research shows that kids want to perform where they have competence. Games are part of their lives.”

That’s where Dubbels’ Video Games as Learning Tools class comes in. Over a three-week period, the kids split up into groups and play video games. They also take notes. The goal is to explain how the game is played, how a player might win and how the game is designed. By the end of the session, the students will have created a multimedia presentation, including lots of writing, about their games that is then uploaded to the Web.

It’s the modern version of a book report.

Sure, the kids are playing. But Dubbels, who has a background in cognitive psychology, says they’re also improving reading comprehension, learning to work cooperatively, building technical-writing skills and incorporating technology into their studies.

That resonates with the kids who elected to take Dubbels’ class, such as Genevieve Paule, 14.

“I like video games a lot, and I thought it would be cool learning about how to learn from them,” she said on the first day of the class in the school’s media center. “It’s going to be really interesting, because all I’ve ever done before is play them for fun. But now I get to play them for class and actually learn about how they help people learn.”

As Genevieve confabbed with three other girls about what game they wanted to play, Simon Quevedo, 12, and Jess Sanchez, 14, worked together to set up an old Nintendo 64 system that Sanchez had borrowed from his dad.

“I like the part about learning how the games can help you in the future and how they’re made, instead of just playing them,” Jess said as he connected the game console to a TV. “It makes me think of them in a different way.”

Both boys said they might one day like to learn how to design video games.

“Oftentimes, kids don’t think very deeply or analytically about the video games that they play,” Dubbels said. “They don’t learn how to deconstruct; we don’t give them the time to seriously reflect and we don’t ask them to evaluate. I think that makes us helpless in a consumer vacuum, where we are inundated with so much stuff that we never get the time to think carefully and thoughtfully about it. And as a child, that’s your chance.”

Modern learners wired differently

Other educators want to explore that opportunity, too. Dubbels will spend much of his summer showing other teachers how the class works. His training projects include an online course for Minneapolis Public Schools, in-service training for Richfield Public Schools and seminars for a consortium of school districts in upstate New York. He also will be presenting at the Games in Education Conference in New York and at the Games+Learning+Society Conference in Wisconsin.

Dean Breuer, instructional technology coordinator for Richfield Public Schools, says he knows exactly where Dubbels is coming from in reaching out to kids through something they know well.

“These modern learners, their brains are just wired differently,” Breuer said.

He said that he also teaches with books, of course, and that there are times when discussions and lectures are important. But, Breuer added, “if all you do are more traditional methods of instruction, it may not be as clear to 21st-century learners that you are relevant, that you get that they are different.”

Andy Reiner, 33, executive editor of Minneapolis-based Game Informer magazine, likes Dubbels’ approach. Reiner said he was fed “a steady diet of book reviews” when he was in school. “In retrospect, you’d think I attended school in the 1800s,” he said.

Reiner clarified that he’s not diminishing the importance of books. But he pointed out that evaluating a video game, for example, requires a different writing style and critical analysis than a book review.

“This isn’t just about students having fun with their homework,” Reiner said. “By incorporating video games into his teaching, Dubbels is expanding his students’ technical-writing skills.”

He added: “And why shouldn’t school be fun? For one student, a fun review might be reading the work of Edgar Allan Poe. For another, it could be playing ‘The Legend of Zelda,’ watching ‘Star Trek,’ or listening to Green Day. We choose our occupation later in life. Why can’t we choose our homework if our teacher is willing to teach us the skills that go with it?”

The more complex, the better

Dubbels, 42, is a lifelong gamer who grew up in the shadow of Atari in Cupertino, Calif. In class, he has a PlayStation 2, an Xbox and a Wii — all his personal systems. The students bring in their systems, too.

The kids also can bring in any game they want, as long as it is rated Everyone or Everyone 10+ by the Entertainment Software Rating Board. Teen-rated games, which are suitable for players 13 and older, can be played with parents’ permission.

Any game will do, Dubbels says. His classroom favorites include the cerebral first-person shooter “Metroid Prime 3: Corruption,” sports games such as “Tiger Woods Golf” and “NBA Live,” and movement-based titles such as “Shaun White Snowboarding” and “Dance Dance Revolution.” The Xbox 360 version of the latter is what Paule and her group decided to do.

“The more complex the game, the better — because the deeper we can dig into the game, the more I love it,” Dubbels said.

Parents must sign a permission slip for kids to take the class. But Dubbels acknowledges that traditionalists might not like his video-game approach to teaching basic skills.

“To be quite honest, most parents have bought their kids game systems,” he said. “There are some people who are a little bit up in arms, but they just don’t understand about games and kids.”

What I Want to See in the National Gallery of Writing

By now, you’ve probably heard about the National Gallery of Writing that NCTE is building online by inviting people to select and post one thing they have written that is important to them. Anyone can share any composition. It can be any format—from word processing to photography, audio recording to text messages—and any type of writing—from letters to lists, memoirs to memos.

I found a great example of the kind of writing that belongs in the Gallery. Read “Video Games: Play and Learn” from this week’s Minneapolis-St. Paul Star Tribune. The article describes a project, created by at the Seward Montessori, that tackles reading comprehension, STEM, analytical skills, and community building:

Over a three-week period, the kids split up into groups and play video games. They also take notes. The goal is to explain how the game is played, how a player might win and how the game is designed. By the end of the session, the students will have created a multimedia presentation, including lots of writing, about their games that is then uploaded to the Web.

Students at Seward Montessori and their teacher Brock Dubbels describe the fun and engagement that are part of this video game unit, but there’s more than just fun going on. Jess Sanchez, one of the students, explains that he likes “learning how the games can help you in the future and how they’re made, instead of just playing them. . . . . It makes me think of them in a different way.” Could a teacher ask for a better recognition of the critical thinking behind a classroom activity?

Dubbels has designed a great assignment, and what makes it work is that underneath it adheres to the basic principles outlined in the NCTE Beliefs about the Teaching of Writing. The students in the middle school class are positioned as authorities in an authentic research project. Their project is personally relevant, and they have a real audience of peers who want to hear what they have to say. The presentations students publish at the end of the unit are precisely the kind of work that belongs in the National Gallery of Writing.

So why do I want to see those presentations in the Gallery? The Gallery invitation asks writers to share one piece of writing, anything that they “deem important or significant.” Those multimedia presentations are perfect because, in them, the writers are exploring something that they know and care about. The presentations are “important or significant” because they matter to the people who wrote them. That’s the kind of writing I hope people will share—and the kind of writing I hope all teachers will encourage others to submit.

Do your part. Register a local gallery in the National Gallery of Writing today, and make plans to submit your own writing and to encourage students, families, colleagues, local community members, and even your state and federal politicians to do the same. I want to see compositions that you really care about in the Gallery when it opens in October!

Schools Get in the Game

Schools Get in the Game

Ok, it’s time to submit your school reports. Did everyone play Mario Kart at the weekend? Good. Let’s begin with group discussion, what is the games premise and objective?
This may sound a little strange but for one Minneapolis teacher video games have become learning tools for his class of sixth to eighth graders. Brock Dubbels of Seward Montessori in Minneapolis designed his ‘Video Games as Learning Tools’ class to span a three week period. Requiring children to create detailed multimedia presentations from video games played in groups. He explains that the children are not just learning from the games content but also gaining key skills from playing and studying the games. Dubbels, who has a background in cognitive psychology, goes on to say “It connects to their lives, research shows that children want to perform where they have competence.” Brock Dubbels will be spreading the word throughout the summer period with training seminars and online courses designed to show other teachers how his three week course works.
The children split up into groups and play video games. They will take notes whilst playing, with the goal being to explain how the game is played, how a player might win and how the game is designed. It is said to be a modern version of a book report. But is this new take on the rising popularity of video games a healthy and positive attitude? Or will it just teach children that they can just goof around playing video games and call it learning?

Read more

vgalt crawl

This course is an online introduction to Video Games as Learning Tools, a comprehensive course based upon five years of implementation and research. The course builds from three concepts:

  1. Deep Learning
  2. Games
  3. Motivation

The course offers innovative ways to learn and connect engaging instructional strategies, research, and resources for educators, instructional designers, game makers, and people with an interest in games and learning. The course is built from an instructional framework that lists five ways that games can be used for instruction (figure 1).

vgalt-games-instructional-framework

The course provides an overview of games, and how they can be used as:

  1. artifacts and texts for study and instruction
  2. as guidelines for designing instruction (to utilize game design concepts for classrooms, training, and professional development), as well as curriculum tools for content delivery.
  3. as a means for producing new media and new narratives such as machinima, modding (modifying of the shelf games into new games.
  4. as models, representation, simulations, and the study of virtual worlds
  5. and as a portal to developing 3rSTEM, an approach for teaching reading, writing, SCIENCE, TECHNOLOGY, ENGINEERING, and MATHEMATICS

This framework is intended to offer a range of experiences for a variety of learners and familiarity with games, as well as purposes and objectives. The introductory course offers beginners a range of experiences for developing comfort and competence, as well as approaches to using games for instructional purposes, and it offers game enthusiasts and game designers opportunity to gain introduction to research, learning theories, and design techniques.

The course was designed to be self-paced, allow the learner choice and opportunity to choose outcomes and learning purpose, and provide resources and community.

The course has been offered for four years at the University of Minnesota graduate school in the College of Education and Human Development, and embodies accessibility and quality.

Take a look at some comments and recommendations on my Linked in page

The course is available online through the Professional Learning Board in conjunction with Minneapolis Public Schools Alternative Teacher Professional Pay System and the University of Minnesota.

Sign up by clicking the space invader.

Video Games as Learning Tools


Students interested in graduate credits may purchase three 5000 level graduate credits for half the normal price.

If you email the instructor, coupon codes are available for Minneapolis Public School Teachers and the first 10 Non-MPS students

taxonomy-of-playWhy is learning and instruction so severe?

Why is it that we say ” there is no time for playing here . . . don’t , mess around”.

Should games and play be considered important in designing instructional contexts?

We do know that play is important in the early development of children, but we soon change from the natural learning state of the learner to the convenience of the instructor. This may have come about from a number of factors, but it is likely an issue of convenience for the instructor, not the instructed.

Games and play may offer a more fertile approach for designing instruction, where individuals can be put into a learning environment rich with choice and feedback . . . not only for gathering information about a student’s learning, but that also demand mastery, plenty of do-overs, and where the performance is the assessment (informative assessment — not assessment where the learner is sequestered from learning for the sake of testing in a non-learning situation!). Games and play, by their very nature, assess, measure, and evaluate — and good games and curriculum built upon the principals of play do it in a way that is a seamless and an integrated part of the story arc, and the assessments are the performance ( you do it, or you do it over . . . . and you should wanna do it).

The taxonomy (above) comes from Dubbels (2008), where observations in game play were coded from this model for research on reading comprehension and game play.

The model was developed by looking at games as a structured form of play, where learning was considered as one of the primary purposes of play, and that learning really is our natural state.

We are always learning; sometimes we are learning that we do not like what we are being asked to learn and become– Play is generally though of as intrinsically motivated behavior based upon interest and purpose, as opposed to most formal learning environments.

In this taxonomy, and perhaps it is more a framework than a taxonomy since not all parts need always be present; But each step represents a level of complexity and structure until elements of purposeless free-play has become a structured pursuit in rule-based environments where probability and hypothesis testing are “the play”.

This taxonomy is not all about video games. This taxonomy is an attempt to utilize research on play, as discussed in Play is how we learn.

  1. The first category: Visualization/ imagination seems primitive, but it can be very sophisticated. It may include driving an imaginary car, or even the basis for proposing a new theory for science much like Einsteins thought experiment about relativity and the speed of light. This can be very effective in getting commitment and motivation in learning and instruction. Use the words imagine and visulaize to start the activity. Games do this well, where we are asked to suspend disbelief and create a situatoin and scenario and our place in it.
  2. Roles / Identity where the individual may take on the role of a race car driver or a medical doctor. This may include what Williamson Shaeffer calls the epistemic frame, where the semiotic domains (Gee, 2001) identify the individual as part of a group who have an affinity for an activity. In this case the individual may wear a costume, use language, and tools that are particular to this community of practice, where individuals may gather to develop Self-Determination, i.e. skills, relationships, and autonomy.
  3. Rules are where play becomes more structured, game-like, and more directed, and allows for the semiotic domains to become crystallized as institutionalized discourse, and becomes cultural hegemony, where roles and rules become part of the value system and social hierarchy. An example of this might be, “I am the mommy and you are the baby, so you need to listen to me and do what I say”.
  4. Branching is where there are a number of possibilities based upon context and situation. Often games have different paths for play where there may be a number of different ways to start the game and move through the game– whether it be through the role of dice, scenarios, and spinners. Think of monopoly and chutes and ladders (snakes and ladders), where there are spaces that are moved through or across that create different situations for success or setbacks.
  5. Probability/ Estimation involves the likelihood that if this is done, this will happen. By nature, we are calculating and estimate possibility based upon our actions and the actions of others.In a computer game or a live action role play like Dungeons and Dragons, where characteristics may have a quantitative value in proportion to a discrete category, i.e. someone may have an Intelligence of 16 out of 20, and the player must role a 20 sided dice to see if their solution solves the problem they face in the problem/play space of the game–if they roll a 17, 18, 19, or 20, their solution fails. This demands the player to build situation models of the action and propose solutions based upon their understanding of the game space scenario and the possible solution paths based upon game character skills and resources. In a computer mediated game like Elder Scrolls Oblivion or Assassins Creed the computer processes likelihoods of success based upon skills accumulated (these are developed withe each in-game success.

Central for consideration here is that learning occurs in play, and play is very engaging and may provide a portal to sustaining activities and developing an approach to activities that are often classified as work. And for many, being told to work inspires resistance, reluctance, and avoidance tactics in mandatory performances and learning environments such as school, employment, and other conscriptive activities.

Play orientation, and play identities may offer a high interest and high motivation approach to learning that may have a greater probability in sustaining and improving practice, and thus play may act as a portal to engagement.

Games are a structured form of play (Dubbels, 2008), and play represents a portal to deeper learning, where play is an inquiry state and affective approach to activity. Brian Sutton-Smith, in the Ambiguity of Play described work and play as ethos that are dependent upon purpose and context–where an activity may be a play activity for some and arduous work for others–it depends upon personal attribution. The key factor seems to be the expectations of pleasure or dread associated with the activity, and tapping into play when designing learning environments may offer significantly greater likelihood for sustained engagement.

Taxonomy from:

Dubbels, B.R. (2008) Video games, reading, and transmedial comprehension. In R. E. Ferdig (Ed.),Reference. Information ScienceHandbook of research on effective electronic gaming in education.


Play as precursor to comprehensionliam-working-at-play

The process of pretense in play can be very powerful, and it may be the factory of our analogical mind. Vygotsky claimed that it is play that begins to offer liberation from constraint– that we dissociate from teh “real world” into the imaginary world of our play.

In a review of studies by Lewin, it was posited that things dictate to a child what they must do: that we are shaped by tools, rules, relations, context and language; it may be situational constraint that creates direction and action based upon motives and perception; and these can be created through environment.

“but in play, things lose their determining force” and the child may understand the constraints of a condition but gain the ability to act independently of what they see—creating new choices. The act of creating the imaginary and otherness may be an early example of creating mental models of the world that will later be used for inference and reasoning in hypothesis testing—decontextualization and abstraction, allowing not only perception of the context, but perception of the situation and the relevance of that situation in a larger context, creating useful action with the act of perception, and also the act of making meaning.

kids-play-as-doctorThis is such a reversal of the child’s relation to the real, immediate concrete
situation that it is hard to underestimate the full significance. The child does
not do this all at once because it is terribly difficult for a child to sever a kids-play-as-doctor
thought (the meaning of a word) from an object. . . Play provides a transitional
stage in this direction whenever an object (for example a stick) becomes a
pivot for severing meaning of horse from a real horse. The child cannot yet
detach thought from object. (Vygotsky, 1976, p 97).

Thus play seems essential to development, and the role of the pivot ( a toy, representation, or even a game) is important in aiding that early childhood development, where children may move from recognitive play to symbolic and imaginative play, i.e. the child may play with a phone the way it is supposed to be used to show they can use it (recognitive), and in symbolic or imaginative play, they may pretend a banana is the phone. This is an important step since representation and abstraction are essential in learning language, especially print and alphabetical systems for reading and other discourse. There are as many types of play as there are people and cultures. A few types to consider are:

• Recognitive, or Mastery play – learning how to use objects
• Creative play – playing with aesthetics
• Deep play – learning about risk and danger
• Recapitulative play – den building, hiding, climbing
• Dressing up – experimenting with identity
• Rough and tumble play – testing your own strength

For this reason play and gaming, structured forms of play, may be reasonable predictors for comprehension and problem solving. In play, we create models; try on roles; and experience the world in the safety of play. Play may also expand comprehension in surprising ways, but often activities involving play are seen as non-academic—therefore non-educational, lacking rigor and thus, not really learning (Dubbels, submitted).

Dance Dance Education Games Learning Society 2008 DubbelsThis presentation was shared at the Games Learning and Society Conference in 2008. The slides themselves offer the interview data, as well as the themes for coding. This study was conducted to explore what happens when people are given opportunities to choose how and what they learn and especially, what happens when they create the why to learn themselves and as a result are self-governed in that learning. By gaining some insight inot these questions, we may begin to understand what motivates young people and get them to choose to engage in learning in directed activities, and better yet, learn about what sustains their interest to continue and then create this opportunity in directive instructional contexts; perhaps through an awareness of this, teachers and schools can become a positive and powerful part of the identities of tall of their learners through  insight into how to support them as they participate and play in the world. As adults, we may begin understand and remember the rigor and effort young people put into activities that are chosen– young people work hard at their play.
In his work, The Ambiguity of Play, Brian Sutton-Smith creates a dichotomy between work and play as an ethos that culturally situates activity within the purview of values that constrain and define activity and the purpose in participating. This study was intended to explore the elements that inform the lived experience of a chosen play activity and the possible social learning theories that might inform it. The three theories include Communities of Practice (Lave and Wenger, 1996), Affinity Groups (Gee, 2001), and Self-Determination theory (Ryan and Deci, 1999). All of these theories seek to explain the motivation behind learning and why people participate in activities; one of the central features of these theories, once operationalized through analysis of construct description, is identity; but identity may best be thought of as an organizing principal that is informed by these theories.