Title: Keeping the Play in Learning Games
1Keeping the Play in Learning Games
- Scot Osterweil
- The Education Arcade/MIT
- September 28, 2006
- 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."
- John 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 school.
5Play 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
6An example
GAMES
7- 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 they can structure
real play with substance that we want the player
to learn.
8One example
- Zoombinis a game about the math of the
computer age logic, combinatorics, discrete
mathematics.
9What about game play for learning about Urban
Design?
10Sim City
- A good engrossing game which meets the
definition of structured play leading to mastery. - But What Do We Learn?
11Learning/Misconceptions
- The built environment doesnt just grow like
weeds it is the result of intentional, human
efforts.
- The process can be managed by a single
intelligence.
12Learning/Misconceptions
- There is cause and effect in the development of
cities.
- Cause and effect is either
- one-dimensional
- or
- a black box.
13Learning/Misconceptions
- Good planning makes for a happier, more
prosperous city.
- This particular model of a happy city is
somewhat suspect.
14- Instead of it can all be managed from the top
down - Why not all good change is negotiated by a
collective intelligence. - Computer vs. non-computer games.
15Computer vs. non-computer games
- Computer games are good for computationally
dense activities simulations, war games, fast
action, puzzles, or visual complexity. - Playing against other players introduces
subtlety, unpredictability. - We learn cooperation, collaboration,
negotiation. The skills we need as planners.
16Computer vs. non-computer games
- Thinking about the future blending the best of
both worlds - On-line communities negotiation and
collaboration - Computer generated challenges and visualizations
17Keeping the Play in Learning Games
- Scot Osterweil
- The Education Arcade/MIT
- September 28, 2006
- scot_o_at_mit.edu