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The Role of Play in Learning with Technology

Web seminar given for the Educause Learning Initiative in June 2009

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The Role of Play in Learning with Technology

  1. 1. 1Source: Experiences in Visual Thinking by Robert McKim Want to play around while you’re waiting for the webinar to start? Use the whiteboard’s drawing tools to adapt the circles into different objects (see example).
  2. 2. The Role of Play in Learning with Technology ELI Webinar 5/4/09 2
  3. 3. Gail Matthews- DeNatale Associate Director, Academic Technology, Simmons College Barbara Draude Assistant Vice President for Academic and Instructional Technologies Middle Tennessee State University 3
  4. 4. Objectives • Discuss theories of “playful learning” • Share examples of faculty-developed, play-based learning experiences • Provide advice and guiding questions for the development of play-based learning experiences on your campus • Link to additional resources on play- based learning • Together, use technology to experience play 4
  5. 5. Let’s Play! 5
  6. 6. What do the “Experts” Say? 6 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
  7. 7. What’s Going on While at Play? 7 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. Question Break 8
  9. 9. PRACTICE AND LOW STAKES ASSESSMENT – activities to review content and knowledge-based information, as with computer games, students can “level up” when ready 9 Dr. Carolyn Hopper, English (Study Skills) “Play builds on a student’s intent to learn, strengthens synaptic connections and allows students to learn from their mistakes without the stakes being too high” MTSU Faculty Examples
  10. 10. DATA MANIPULATION – activities to provide opportunities to apply content to situations 10 Dr. Don Roy, Marketing Play “blends content learning with process learning,” playing this simulation gives the students the “chance to apply principles to give them a feel for marketing.” MTSU Faculty Examples
  11. 11. MTSU Faculty Examples ROLE PLAY, SIMULATIONS, IMMERSIVE ENVIRONMENTS – activities to provide opportunities to apply content to “real-life” situations and allow for higher order problem-solving and analysis applications 11 Dr. Scott Seipel, Computer Information Systems (Authored a multiplayer online decision making game called The OPEC Game) When playing the game “the students are engaged, involved and really feel it;” “by the end of the semester, the students will beg to play the game.”
  12. 12. Dr. Mary Jane Tracy Honors Program Simmons College Author of the educational game entitled "Greenwich Village, 1913, Suffrage, Labor, and the New Woman" Designing for play-based learning 12 NOTE: This clip is an excerpt from a longer interview. Hear it all at http://playfullearning.pbworks.com/ Designing+for+Play-Based+Learning
  13. 13. What About You? 13 Use the chat to share examples of playful learning at your own institutions
  14. 14. Guiding Questions for successful play-based learning experiences • What learning objectives are you trying to accomplish? • What timing and resources constraints do you face? • What resources do you have available to “play the game”? • What support do you have available to help you in the design and implementation? 14
  15. 15. Resources • http://playfullearning.pbworks.com/Theoretical- Models-for-Play • http://playfullearning.pbworks.com/BibWebliography • http://playfullearning.pbworks.com/Play-Quotes 15
  16. 16. Final Comments and Questions 16
  17. 17. Thanks • Gail Matthews-DeNatale – gmdenatale@simmons.edu • Barbara Draude – bdraude@mtsu.edu 17

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