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	<title>Play with Learning</title>
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	<link>http://playwithlearning.com</link>
	<description>by carlton reeve</description>
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	<language>en</language>
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		<title>Reforming education</title>
		<link>http://playwithlearning.com/2012/05/17/reforming-education/</link>
		<comments>http://playwithlearning.com/2012/05/17/reforming-education/#comments</comments>
		<pubDate>Thu, 17 May 2012 15:42:41 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[refugees]]></category>
		<category><![CDATA[School]]></category>
		<category><![CDATA[unrwa]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1992</guid>
		<description><![CDATA[The reason I do the job I do, is because I believe that education can change lives. I believe that is a universally applicable truth. For some though, the importance and potential impact is more significant. I am privileged to work with a host of organisations helping them develop and deliver their learning provision. One [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://playwithlearning.com/wp-content/uploads/2012/05/mural21.jpg"><img class="alignright size-medium wp-image-2013" title="Mural at Shatila school" src="http://playwithlearning.com/wp-content/uploads/2012/05/mural21-300x200.jpg" alt="" width="300" height="200" /></a>The reason I do the job I do, is because I believe that education can change lives. I believe that is a universally applicable truth. For some though, the importance and potential impact is more significant.</p>
<p>I am privileged to work with a host of organisations helping them develop and deliver their learning provision. One of those organisations is the United Nations and specifically the school system it runs for Palestinian children across the Near East (that&#8217;s the West Bank and Gaza Strip, Lebanon, Jordan and Syria to you and me).</p>
<p>Here is a video of the Education Reform program I have been working on with <a href="http://www.unrwa.org">UNRWA</a>, Palestinian teachers and my good friend <a href="http://www.karenardley.com/">Karen Ardley</a> over the last year.</p>
<p>&nbsp;</p>
<span style="text-align:center; display: block;"><a href="http://playwithlearning.com/2012/05/17/reforming-education/"><img src="http://img.youtube.com/vi/fYiNEMQf0bw/2.jpg" alt="" /></a></span>
<p>&nbsp;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>The Gamification of Education</title>
		<link>http://playwithlearning.com/2012/04/05/the-gamification-of-education/</link>
		<comments>http://playwithlearning.com/2012/04/05/the-gamification-of-education/#comments</comments>
		<pubDate>Thu, 05 Apr 2012 08:53:32 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[School]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1979</guid>
		<description><![CDATA[We often think that gamification is a new idea but we forget, we&#8217;ve been turning exams and tests into games for a long long time. Here&#8217;s a really good infographic on the subject from Knewton and Column Five Media &#160; &#160;]]></description>
			<content:encoded><![CDATA[<p>We often think that gamification is a new idea but we forget, we&#8217;ve been turning exams and tests into games for a long long time. Here&#8217;s a really good infographic on the subject from <a href="http://www.knewton.com/">Knewton</a> and <a href="http://columnfivemedia.com/">Column Five Media</a></p>
<p>&nbsp;</p>
<p style="text-align: center;"><a href="http://www.knewton.com/gamification-education/"><img class="colorbox-34342 aligncenter" title="Gamification of Education" src="http://s.knewton.com/wp-content/uploads/gamification-education.png" alt="Gamification of Education" width="420" height="1982" /></a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The neurology of gaming</title>
		<link>http://playwithlearning.com/2012/03/08/the-neurology-of-gaming/</link>
		<comments>http://playwithlearning.com/2012/03/08/the-neurology-of-gaming/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 11:04:06 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Neuroscience]]></category>
		<category><![CDATA[brain]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[neurology]]></category>
		<category><![CDATA[neuroscience]]></category>
		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1963</guid>
		<description><![CDATA[There is ongoing debate about how our brains respond to gaming.  I found this infographic from the Online Universities blog interesting. I particularly like the information about which parts of the brain are stimulated by playing video games but I think the jury is still out regarding the effects.  What do you think?]]></description>
			<content:encoded><![CDATA[<p>There is ongoing debate about how our brains respond to gaming.  I found this infographic from the <a href="http://www.onlineuniversities.com">Online Universities blog</a> interesting. I particularly like the information about which parts of the brain are stimulated by playing video games but I think the jury is still out regarding the effects.  What do you think?</p>
<p style="text-align: center;"><a href="http://www.onlineuniversities.com/neurology-of-gaming"><img class="aligncenter" style="border-style: initial; border-color: initial; border-width: 0px;" src="https://s3.amazonaws.com/infographics/Neurology-of-Gaming-800.png" alt="The Neurology of Gaming" width="400" height="1176" border="0" /></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>iPad vs Textbooks</title>
		<link>http://playwithlearning.com/2012/02/24/ipad-vs-textbooks/</link>
		<comments>http://playwithlearning.com/2012/02/24/ipad-vs-textbooks/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 23:11:04 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Zeitgeist]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[School]]></category>
		<category><![CDATA[textbook]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1952</guid>
		<description><![CDATA[With all the debate about technology in classroom, this infographic from Online Teaching degree offers an interesting perspective. Created by: OnlineTeachingDegree.com &#160;]]></description>
			<content:encoded><![CDATA[<p>With all the debate about technology in classroom, this infographic from <a href="OnlineTeachingDegree.com">Online Teaching degree</a> offers an interesting perspective.</p>
<p>Created by: <a href="http://www.onlineteachingdegree.com/">OnlineTeachingDegree.com</a></p>
<p><a href="http://www.onlineteachingdegree.com/ipads-vs-textbooks/"><img src="http://images.onlineteachingdegree.com.s3.amazonaws.com/Ipads-vs-Textbooks.gif" alt="iPads vs. Textbooks" width="500" border="0" /></a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Where was I? Location-based Stories</title>
		<link>http://playwithlearning.com/2012/02/12/where-was-i-location-based-stories/</link>
		<comments>http://playwithlearning.com/2012/02/12/where-was-i-location-based-stories/#comments</comments>
		<pubDate>Sun, 12 Feb 2012 20:31:31 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Multiplatform/ Transmedia]]></category>
		<category><![CDATA[Social Media]]></category>
		<category><![CDATA[Storytelling]]></category>
		<category><![CDATA[adrian hon]]></category>
		<category><![CDATA[broadcastr]]></category>
		<category><![CDATA[chris cummings]]></category>
		<category><![CDATA[kidmapped]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[tim wright]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1901</guid>
		<description><![CDATA[I&#8217;ve been thinking about location-based stories with some very bright students at the University of Bradford [I'm privileged to spend about 10% of my time lecturing].  I thought I would share the simple overview that I gave to them. As David Polinchock over at FutureLab comments, location-based stories have exists as long as people have [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been thinking about location-based stories with some very bright students at the University of Bradford [I'm privileged to spend about 10% of my time lecturing].  I thought I would share the simple overview that I gave to them.</p>
<p>As David Polinchock over at FutureLab comments, <a href="http://www.futurelab.net/blogs/marketing-strategy-innovation/2010/10/first_location_based_storytell.html">location-based stories have exists as long as people have told stories</a> but social and mobile media have transformed traditional methods and opened up exciting new possibilities.</p>
<p>There are at least 3 broad categories of new location-based stories:</p>
<ul>
<li>Static</li>
<li>Wandering</li>
<li>Virtual</li>
</ul>
<h2>Static</h2>
<div id="attachment_1902" class="wp-caption alignright" style="width: 310px"><a href="http://playwithlearning.com/wp-content/uploads/2012/02/broadcastr.png"><img class="size-medium wp-image-1902" title="broadcastr" src="http://playwithlearning.com/wp-content/uploads/2012/02/broadcastr-300x236.png" alt="" width="300" height="236" /></a><p class="wp-caption-text">broadcastr</p></div>
<p>Static stories are pinned to a single physical location. New York-based <a href="http://beta.broadcastr.com/">Broadcastr</a> sees itself as &#8220;an answer to the transient nature of social media&#8221; by &#8220;unlocking pictures and audio relevant to where you are.&#8221;  It aims to create an historical archive of stories around the world, in addition to providing instant access to stories happening at the moment.  The site allows you to listen to stories tied to specific places as well as share you own tales.</p>
<p>Although you can visit Broadcastr from anywhere via the web, the real impact of it is consuming the stories in situ &#8211; the act of standing in setting of the recollections is a powerful emotional experience.</p>
<p>The <a href="http://getting-closer.org/">Getting Closer</a> app by <a href="http://storieseverywhere.org/">Krissy Clark</a> makes that process easier by automatically triggering audio replays when you arrive physically at the location.</p>
<p>The <a href="http://www.museumoflondon.org.uk/Resources/app/you-are-here-app/index.html">Street Museum</a> app by the Museum of London does a similar thing with historical photographs linked to places in the UK capital.</p>
<p>Other digital artists have extended this idea to link sites together to create journeys.</p>
<h2>Wandering</h2>
<div id="attachment_1903" class="wp-caption alignright" style="width: 310px"><a href="http://playwithlearning.com/wp-content/uploads/2012/02/kidmapped.png"><img class="size-medium wp-image-1903" title="kidmapped" src="http://playwithlearning.com/wp-content/uploads/2012/02/kidmapped-300x59.png" alt="" width="300" height="59" /></a><p class="wp-caption-text">kidmapped</p></div>
<p><a href="http://timwright.typepad.com/main/about.html">Tim Wright</a>&#8216;s &#8216;<a href="http://timwright.typepad.com/kidmapper/">Kidmapped</a>&#8216; is a great example of using technology to retrace some literary steps.  The project follows chapters 14–27 of Robert Louis Stevenson’s ‘Kidnapped’ and the story of David Balfour running for his life across the Highlands, sometimes accompanied by tough and rebellious Alan, sometimes pursued by the English army. Tim says that it &#8221; seemed so visceral and exciting to me that I wanted to try it for myself.&#8221;</p>
<p>Tim&#8217;s blog combines the retelling of the story in the original setting with his own experiences of travelling the path and an invitation to join in either in person along the route or online.  It&#8217;s a very intimate but accessible insight into the literature that provides a new way of understanding classic literature.</p>
<div id="attachment_1904" class="wp-caption alignright" style="width: 310px"><a href="http://playwithlearning.com/wp-content/uploads/2012/02/we-tell-stories-21-steps.png"><img class="size-medium wp-image-1904" title="we tell stories - 21 steps" src="http://playwithlearning.com/wp-content/uploads/2012/02/we-tell-stories-21-steps-300x145.png" alt="" width="300" height="145" /></a><p class="wp-caption-text">we tell stories - 21 steps</p></div>
<p>The <a href="http://wetellstories.co.uk/">We Tell Stories</a> initiative by Penguin and <a href="http://www.sixtostart.com/">Six to Start</a> explores original digital storytelling techniques and one in particular focusses on location-based tales.  Chris Cummins&#8217; story <em><a href="http://wetellstories.co.uk/stories/week1/">The 21 Steps</a></em> (based on The Thirty-nine Steps by John Buchan) tells of Rick, a man with a checkered past who finds himself mixed up with a dangerous organization that wants him to smuggle a mysterious vial into Scotland. A blue line traces Rick’s path across satellite images from Google Maps as you work your way through the story by clicking on location markers.</p>
<p>The Langwitches blog has some very useful <a href="http://langwitches.org/blog/2008/05/27/digital-storytelling-part-v-google-maps/">instructions on using Google Maps for digital storytelling</a>.</p>
<h2>Virtual</h2>
<div id="attachment_1905" class="wp-caption alignright" style="width: 310px"><a href="http://playwithlearning.com/wp-content/uploads/2012/02/da-vinci-code-webquest.png"><img class="size-medium wp-image-1905" title="da vinci code webquest" src="http://playwithlearning.com/wp-content/uploads/2012/02/da-vinci-code-webquest-300x110.png" alt="" width="300" height="110" /></a><p class="wp-caption-text">da vinci code webquest</p></div>
<p>Stories don&#8217;t have to stay in real world locations to encourage travelling: the web provides a treasure trove of places to visit.  <a href="http://www.educationworld.com/a_issues/chat/chat015.shtml">Bernie Dodge</a> coined the phrase &#8220;<a href="http://webquest.org/">WebQuest</a>&#8221; to describe a structured online exploration across multiple sites and it&#8217;s as good a term as any to talk about <em>virtual</em> location-based stories.  Although mainly used to define consciously educational activities, the framework offers an interesting way of linking virtual sites into a coherent story.  Random House&#8217;s The Da Vinci webquest is a simple example of how a multitude of websites and related activities can be tied together but still it&#8217;s more of a treasure hunt that a &#8216;proper&#8217; story (that is, one that enjoys any of Aristotle&#8217;s <a href="http://www2.cnr.edu/home/bmcmanus/poetics.html">Six Elements</a>).  I&#8217;d love to hear of better examples.</p>
<p>One of the questioned raised during the session was whether placing a story in its actual setting detracts from its ability to fire the imagination.  Its an interesting thought.  All too often new technologies are used lazily as a shortcut to &#8216;novelty;&#8217; we&#8217;re left feeling dissatisfied by superficial projects that haven&#8217;t undergone the rigour associated with tradition forms of &#8216;published&#8217; media.  For me, the real potential for location-based stories is in their ability to make experiences deeper and more moving &#8211; and that&#8217;s worth working at.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Game Mechanics and Learning Theory</title>
		<link>http://playwithlearning.com/2012/02/09/game-mechanics-and-learning-theory/</link>
		<comments>http://playwithlearning.com/2012/02/09/game-mechanics-and-learning-theory/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 21:59:08 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[User Experience]]></category>
		<category><![CDATA[behaviourism]]></category>
		<category><![CDATA[cognitivism]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[experiential learning]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[learning theory]]></category>
		<category><![CDATA[social learning]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1877</guid>
		<description><![CDATA[To bring together the series on how learning theories overlap with games, I&#8217;ve drawn up a table of how game mechanics relate to the ideas about how we learn. By using and combining various definitions of game mechanics (Wikipedia, SCVNGR &#38; Gamification.org), it is possible to map how dynamics correspond to the various learning theories.  [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://playwithlearning.com/wp-content/uploads/2012/02/cogs.jpg"><img class="alignright size-full wp-image-1892" title="cogs" src="http://playwithlearning.com/wp-content/uploads/2012/02/cogs.jpg" alt="" width="276" height="272" /></a>To bring together the series on how <a title="Behaviourism and Games" href="http://playwithlearning.com/2012/01/06/behaviourism-and-games/">learning theories overlap with games</a>, I&#8217;ve drawn up a table of how game mechanics relate to the ideas about how we learn.</p>
<p>By using and combining various definitions of game mechanics (<a href="http://en.wikipedia.org/wiki/Game_mechanics">Wikipedia</a>, <a href="http://techcrunch.com/2010/08/25/scvngr-game-mechanics/">SCVNGR</a> &amp; <a href="http://gamification.org/wiki/Game_Mechanics">Gamification.org</a>), it is possible to map how dynamics correspond to the various learning theories.  This is not an exact science but does suggest which mechanics can be used to encourage particular ways of learning.</p>
<p>Of course the risk with any sort of exercise like this, is that it becomes formulaic and is wrongly perceived as a rule for creating &#8220;learning&#8221; games.  I don&#8217;t believe that is the case. Every game needs to be looked on a special case: as soon as you try to bottle the essence of play, it tends to evaporate.</p>

<table id="wp-table-reloaded-id-5-no-1" class="wp-table-reloaded wp-table-reloaded-id-5">
<thead>
	<tr class="row-1 odd">
		<th class="column-1">Mechanic</th><th class="column-2">Definition</th><th class="column-3"><a href="http://playwithlearning.com/2012/01/06/behaviourism-and-games/">Behaviourist</a></th><th class="column-4"><a href="http://playwithlearning.com/2012/01/11/cognitivism-and-games/">Cognitivism</a></th><th class="column-5"><a href="http://playwithlearning.com/2012/01/20/constructivism-and-games/">Constructivism</a></th><th class="column-6"><a href="http://playwithlearning.com/2012/01/26/experiential-learning-and-games/">Experiential</a></th><th class="column-7"><a href="http://playwithlearning.com/2012/02/08/social-learning-and-games/">Social</a></th>
	</tr>
</thead>
<tbody class="row-hover">
	<tr class="row-2 even">
		<td class="column-1">Achievements</td><td class="column-2">Achievements are a virtual or physical representation of having accomplished something.</td><td class="column-3">X</td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7">X</td>
	</tr>
	<tr class="row-3 odd">
		<td class="column-1">Action points</td><td class="column-2">Action points limit or control which actions a player performs each turn.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-4 even">
		<td class="column-1">Appointments</td><td class="column-2">Appointment dynamic requires the player to perform some action at a predetermined time or place.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-5 odd">
		<td class="column-1">Auction or bidding</td><td class="column-2">An auction or bidding system encourages players to make competitive bids in order to win some prize.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-6 even">
		<td class="column-1">Behavioural Momentum</td><td class="column-2">Behavioural Momentum is the tendency of players to keep doing what they have been doing.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-7 odd">
		<td class="column-1">Bonuses/ modifiers</td><td class="column-2">Bonuses are a reward after having completed a series of challenges or core functions.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-8 even">
		<td class="column-1">Capture/ Eliminate</td><td class="column-2">Players must capture or eliminate their opponentÕs tokens.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5"></td><td class="column-6">X</td><td class="column-7">X</td>
	</tr>
	<tr class="row-9 odd">
		<td class="column-1">Cards</td><td class="column-2">Cards can act as a randomiser to affect game conditions or as tokens to track game states.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-10 even">
		<td class="column-1">Cascading Information Theory</td><td class="column-2">The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-11 odd">
		<td class="column-1">Catch-up</td><td class="column-2">Catch up is a device that makes success more difficult the closer a player gets to it.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-12 even">
		<td class="column-1">Challenge</td><td class="column-2">Challenges have a time limit or competition.</td><td class="column-3">X</td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-13 odd">
		<td class="column-1">Collaboration</td><td class="column-2">The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5">X</td><td class="column-6"></td><td class="column-7">X</td>
	</tr>
	<tr class="row-14 even">
		<td class="column-1">Combos</td><td class="column-2">Combos are used often in games to reward skill through doing a combination of things.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-15 odd">
		<td class="column-1">Countdown</td><td class="column-2">The dynamic in which players are only given a certain amount of time to do something.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-16 even">
		<td class="column-1">Dice/ Lottery</td><td class="column-2">Randomisers that determine the outcome of an interaction in a game.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-17 odd">
		<td class="column-1">Discovery</td><td class="column-2">Also called Exploration, players love to discover something, to be surprised.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-18 even">
		<td class="column-1">Goals</td><td class="column-2">Goals are conditions of victory or success.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-19 odd">
		<td class="column-1">Levels</td><td class="column-2">Levels are a system, or "ramp", by which players are rewarded an increasing value for an accumulation of points.</td><td class="column-3">X</td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-20 even">
		<td class="column-1">Loss avoidance/ aversion</td><td class="column-2">Players have to avoid losing tokens, points or position.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-21 odd">
		<td class="column-1">Movement</td><td class="column-2">The controlled movement of tokens.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-22 even">
		<td class="column-1">Penalties</td><td class="column-2">The negative consequence of some behaviour or action.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-23 odd">
		<td class="column-1">Piece elimination</td><td class="column-2">Whereby the winner captures or destroys the other playersÕ pieces.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5">X</td><td class="column-6"></td><td class="column-7">X</td>
	</tr>
	<tr class="row-24 even">
		<td class="column-1">Progression</td><td class="column-2">A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-25 odd">
		<td class="column-1">Puzzle guessing</td><td class="column-2">The player who successfully guesses or deduces the answer to a puzzle wins the game</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-26 even">
		<td class="column-1">Quests</td><td class="column-2">Quests are a journey of obstacles a player must overcome.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-27 odd">
		<td class="column-1">Races</td><td class="column-2">The goal of achieving a certain position first</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-28 even">
		<td class="column-1">Resource management/ ownership</td><td class="column-2">The management of game resources including tokens money and points.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-29 odd">
		<td class="column-1">Reward (or chain) Schedules</td><td class="column-2">The timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered.</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-30 even">
		<td class="column-1">Risk and reward</td><td class="column-2">Risk and reward offers players extra benefits for optional actions.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-31 odd">
		<td class="column-1">Role-playing</td><td class="column-2">Role-playing determines the effectiveness of in game actions depending on how authentically the player acts out the role of a fictional character.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7">X</td>
	</tr>
	<tr class="row-32 even">
		<td class="column-1">Status</td><td class="column-2">The rank or level of a player. Players are motivated by trying to reach a higher level or status.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5"></td><td class="column-6"></td><td class="column-7">X</td>
	</tr>
	<tr class="row-33 odd">
		<td class="column-1">Structure building</td><td class="column-2">The goal of acquiring and assembling a set of game resources into a predefined structure or one that is better than that of the other players.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-34 even">
		<td class="column-1">Territory control</td><td class="column-2">The goal of controlling the most area on playing surface.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5">X</td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-35 odd">
		<td class="column-1">Tile-laying</td><td class="column-2">Tile laying involves players laying down objects in order to gather points or affect the game world.</td><td class="column-3"></td><td class="column-4">X</td><td class="column-5">X</td><td class="column-6"></td><td class="column-7"></td>
	</tr>
	<tr class="row-36 even">
		<td class="column-1">Toys/ endless play</td><td class="column-2">Games that do not have an explicit end.</td><td class="column-3"></td><td class="column-4"></td><td class="column-5"></td><td class="column-6">X</td><td class="column-7"></td>
	</tr>
	<tr class="row-37 odd">
		<td class="column-1">Turns</td><td class="column-2">Turns allow players to act or respond in sequence</td><td class="column-3">X</td><td class="column-4"></td><td class="column-5">X</td><td class="column-6"></td><td class="column-7"></td>
	</tr>
</tbody>
</table>

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		<title>Social Learning and Games</title>
		<link>http://playwithlearning.com/2012/02/08/social-learning-and-games/</link>
		<comments>http://playwithlearning.com/2012/02/08/social-learning-and-games/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 11:30:38 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[community of practice]]></category>
		<category><![CDATA[farmville]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[scaffolding]]></category>
		<category><![CDATA[social learning]]></category>
		<category><![CDATA[vygotsky]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1863</guid>
		<description><![CDATA[In this final look at how each of the major learning theories relate to games, we explore the ideas behind social learning.  In the social and contextual approach to learning, the outcome is for the learner to become socially accepted and to be an effective member within a community.  This is what is commonly referred [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1868" class="wp-caption alignright" style="width: 190px"><a href="http://playwithlearning.com/wp-content/uploads/2012/02/farmville-sheep.jpg"><img class="size-full wp-image-1868" title="farmville sheep" src="http://playwithlearning.com/wp-content/uploads/2012/02/farmville-sheep.jpg" alt="" width="180" height="180" /></a><p class="wp-caption-text">farmville sheep</p></div>
<p>In this final look at how each of the <a title="Behaviourism and Games" href="http://playwithlearning.com/2012/01/06/behaviourism-and-games/">major learning theories</a> relate to games, we explore the ideas behind social learning.  In the social and contextual approach to learning, the outcome is for the learner to become socially accepted and to be an effective member within a community.  This is what is commonly referred to as learning in a community of practice (COP)<a title="" href="#_ftn1">[1]</a>,<a title="" href="#_ftn2">[2]</a>.</p>
<p>In the Social and Contextual approach, learning does not occur solely within the learner, but in the group and community in which they work.  Learning is a shared process which takes place through observing, working together and being part of a larger group, which includes colleagues of varying levels of experience, able to stimulate each other&#8217;s development.  In this view, rather like <a title="Cognitivism and games" href="http://playwithlearning.com/2012/01/11/cognitivism-and-games/">cognitivism</a>, individuals only learn from more competent others but the emphasis is now on being part of a larger system.  Crucially, this system includes the learner, other people around them, the equipment they use, the technologies they work with, the procedures they work with and the overall culture of the workplace.</p>
<p>Whether they are conscious of it or not, groups, and individuals within them, learn mainly through social interaction.  This happens through discussion, observing and sharing.  Again, the role of the practitioner is one of facilitator who needs to help focus discussion to maximise key learning points rather than just letting a group tell irrelevant anecdotes.</p>
<p>Vygotsky in his Social Development Theory<a title="" href="#_ftn3">[3]</a> coined the term &#8220;scaffolding&#8221; to describe the various forms of support that educational providers can offer learners.  It might include verbal assistance, questioning, suggestions and directions all aimed at extending a learner’s activities where the learner cannot accomplish this alone.</p>
<p>For Vygotsky, learning from others more competent in culturally appropriate skills and technologies was the capstone to his educational theory.  Vygotsky suggests that children or students can be guided by explanation, demonstration, and work, and can attain to higher levels of thinking if they are guided by someone who is more capable and competent &#8211; a More Knowledgeable Other (MKO). This conception is better known as The Zone of Proximal Development (ZPD).  The Zone of Proximal Development is the gap between what the learner can achieve on his own and what he can achieve with the support of others. The ability to attain higher levels of knowledge and understanding depends upon interaction with other, more advanced, peers.  This unequal interaction facilitates and encourages learning.  Through increased interaction and involvement, students are able to extend themselves to higher levels of cognition. Vygotsky defined the Zone of Proximal Development as,</p>
<p><em>&#8220;the distance between the actual developmental level as determined by independent problem solving and the level of potential development as determined through problem solving under the guidance or in collaboration with more capable peers.&#8221;</em></p>
<p>The ZPD is the difference between what students can accomplish independently and what they can achieve in conjunction or in collaboration with another, more competent person.  The Zone is created in the course of social interaction.</p>
<p>The term &#8220;social game&#8221; has become very popular of late.  Farmville is perhaps the commonly thought of social game (although <a href="http://www.bogost.com/blog/cow_clicker_1.shtml">many don&#8217;t think it is a game</a> at all) because to succeed requires the active participation of other players: collaboration is essential to progress (that or using real-world payments to short-circuit the process).</p>
<p>Massively Multiplayer Online Role-playing Games (MMORGs) like World of Warcraft are better examples of social and contextual games because they are dependent on multi-layered teamwork.  In these circumstances, players improve their performance through the observation, imitation and modelling of others.</p>
<p>Social learning also occurs outside the game world but in related &#8216;spaces&#8217; such as forums.  The associated activity of leader tables, message boards, hints, tips and cheats all represent instances of social encouragement, support and scaffolding.</p>
<div><br clear="all" /></p>
<hr align="left" size="1" width="33%" />
<div>
<p><a title="" href="#_ftnref1">[1]</a> Lave, J. E., &amp; Wenger, E. , (1998), <em>Communities of Practice: Learning, Meaning, and Identity</em>, Cambridge University Press, Cambridge<em></em></p>
</div>
<div>
<p><a title="" href="#_ftnref2">[2]</a> Castro, M. C., (2006), <em>Communities of Practice: Layers and Levers of Motivation, </em>Knowledge Board.  http://www.knowledgeboard.com/lib/3348</p>
</div>
<div>
<p><a title="" href="#_ftnref3">[3]</a> Vygotsky, L. S., (1962), <em>Thought and Language, </em>Wiley, New York</p>
</div>
</div>
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		<title>News that defined us</title>
		<link>http://playwithlearning.com/2012/01/30/news-that-defined-us/</link>
		<comments>http://playwithlearning.com/2012/01/30/news-that-defined-us/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 20:23:27 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Children]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[alistair leithead]]></category>
		<category><![CDATA[BBC]]></category>
		<category><![CDATA[david rathband]]></category>
		<category><![CDATA[journalism]]></category>
		<category><![CDATA[kate adie]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[news literacy]]></category>
		<category><![CDATA[reporting]]></category>
		<category><![CDATA[scott cooper]]></category>
		<category><![CDATA[tom watson]]></category>
		<category><![CDATA[Tyneside Cinema]]></category>
		<category><![CDATA[whickam school]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1849</guid>
		<description><![CDATA[Helping young people to critically “read&#8221; the news is crucial if we are to develop a society that can make sense of unfolding events.  Increasingly, children are disengaged from “reliable” mainstream news organisation and instead use partisan or unsubstantiated sources for their information about current affairs and the world around them. The News that Defined [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://playwithlearning.com/wp-content/uploads/2012/01/ntdu.png"><img class="alignright size-medium wp-image-1852" title="ntdu" src="http://playwithlearning.com/wp-content/uploads/2012/01/ntdu-300x115.png" alt="" width="300" height="115" /></a></p>
<p>Helping young people to critically “read&#8221; the news is crucial if we are to develop a society that can make sense of unfolding events.  Increasingly, children are disengaged from “reliable” mainstream news organisation and instead use partisan or unsubstantiated sources for their information about current affairs and the world around them.</p>
<p>The <em><a href="http://www.tynesidecinema.co.uk/ntdu">News that Defined Us</a>,</em> a website that I produced for <a href="http://www.tynesidecinema.co.uk">Tyneside Cinema</a>, unlocks the process of making the news and allows young people to interrogate the production behind the stories.  By providing first-hand access to the media ‘machine’, the project helps to re-engage young people in this crucial form of communication.</p>
<p>The strength of <em>News that Defined Us</em> is the personal and intimate experiences associated with news production.  The project brings together broadcast journalists, eyewitnesses and schoolchildren from <a href="http://www.whickhamschool.org/">Whickam School</a> in plenary sessions where the young people can quiz the adults.  Taking recent stories as a starting point, the makers and subjects of the news talk to students about their experiences and implicitly reveal the effects of representation, censorship and bias.</p>
<div id="attachment_1853" class="wp-caption alignright" style="width: 310px"><a href="http://playwithlearning.com/wp-content/uploads/2012/01/ntdu-danny-savage.png"><img class="size-medium wp-image-1853 " title="danny savage" src="http://playwithlearning.com/wp-content/uploads/2012/01/ntdu-danny-savage-300x156.png" alt="" width="300" height="156" /></a><p class="wp-caption-text">Danny Savage speaking to students at Whickam School</p></div>
<p>The opportunity to question professionals is enormously valuable but difficult to scale.  The <em>News that Defined Us</em> project captures the experience of the school question-and-answer sessions and disaggregates them to create a rich interactive library.  The shared legacy is a website where guest sessions are organised according to curriculum subject and theme.  The site provides archived copies of related broadcast material and interactive questions to recreate the school events.  By organising the content into themes, it provides a lasting resource that powerfully illustrates the principles and issues in topics such as conflict, culture and human rights.</p>
<p>Renowned BBC broadcasters such as Kate Adie and Alistair Leithead spoke of their experiences in the UK, Washington, China and Afghanistan.  Their experiences were complemented by visitors such as Private Scott Cooper (a teenage soldier who lost his leg by stepping on an IED), PC David Rathband (a police officer blinded by the killer Raoul Moat) and Councillor Stephen Bridget (a local politician).</p>
<p>From twenty sessions, the project run by Tyneside Cinema created over 200 interactive questions to support thirty hours of broadcast news footage.  The site provides a unique resource both for teachers and students.  Its structure helps educators include this rich media into their lessons while the design encourages young people to explore issues more deeply.</p>
<p>Today the project is launched at the Houses of Parliament in the illustrious company of <a href="http://www.tom-watson.co.uk/">Tom Watson MP</a>, the terrier-like politician who has pursued the immoral journalists and corrupt management of the British Press, his fellow committee member <a href="http://www.damiancollins.com/">Damian Collins</a>, Blaydon MP <a href="http://www.daveanderson.org.uk/">Dave Anderson</a> and our <a href="http://www.bridgetphillipson.com/">Bridget Phillipson</a> MP.  It is an auspicious start to website that I hope helps young people think more critically about the news that defines them.</p>
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		<title>Experiential learning and Games</title>
		<link>http://playwithlearning.com/2012/01/26/experiential-learning-and-games/</link>
		<comments>http://playwithlearning.com/2012/01/26/experiential-learning-and-games/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 20:06:27 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[dewey]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[experiential learning]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[kolb]]></category>
		<category><![CDATA[learning theory]]></category>
		<category><![CDATA[piaget]]></category>
		<category><![CDATA[play]]></category>

		<guid isPermaLink="false">http://playwithlearning.com/?p=1839</guid>
		<description><![CDATA[Many theorists propose that we learn from our experiences that is, that effective perception and processing of experiences improves performance. Merrill suggests that the most effective learning environments have problem solving as their basis.  This trial and improvement, problem-solving covers four distinct phases of learning: Activation of prior experience; Demonstration of skills; Application of skills; [...]]]></description>
			<content:encoded><![CDATA[<p>Many theorists propose that we learn from our experiences that is, that effective perception and processing of experiences improves performance.</p>
<p>Merrill suggests that the most effective learning environments have problem solving as their basis.  This trial and improvement, problem-solving covers four distinct phases of learning:</p>
<ol>
<li>Activation of prior experience;</li>
<li>Demonstration of skills;</li>
<li>Application of skills; and</li>
<li>Integration of these skills into real-world application.<a title="" href="#_ftn1">[1]</a></li>
</ol>
<div id="attachment_1841" class="wp-caption alignright" style="width: 310px"><a href="http://playwithlearning.com/wp-content/uploads/2012/01/kolb-learning-cycle.png"><img class="size-medium wp-image-1841" title="kolb's learning cycle" src="http://playwithlearning.com/wp-content/uploads/2012/01/kolb-learning-cycle-300x167.png" alt="" width="300" height="167" /></a><p class="wp-caption-text">kolb&#39;s learning cycle</p></div>
<p>One of the key theorists of experiential learning is <a href="http://www.dkolb.org/">David A. Kolb</a>.  Kolb developed his experiential model, as opposed to a purer cognitive one, following the influence of Dewey and Piaget<a title="" href="#_ftn2">[2]</a>.  Kolb formally recognised that people learn from experience and described learning as following a cycle of stages:</p>
<ol>
<li>Concrete experience</li>
<li>Observation and reflection</li>
<li>Abstract conceptualisation</li>
<li>Testing concepts in new situations<a title="" href="#_ftn3">[3]</a></li>
</ol>
<p>In crude terms, learners have to do something, think about it, pull out its key points and apply them to work or life.  In the first, perceptual, half of this cycle learners sense and absorb the information coming from concrete experience and reflect on its significance.  During the processing period, learners build cognitive models that can be tested in practice.</p>
<p>Kolb argued that learners can enter this cycle at any point and that learning is a process of repeatedly looping about these four stages.  Feedback from the experience becomes key in the refinement of performance and the learner’s ability to apply knowledge in new circumstances.</p>
<p>The experiential view of learning is considered more sophisticated than pure <a title="Behaviourism and Games" href="http://playwithlearning.com/2012/01/06/behaviourism-and-games/">behaviourism</a> or <a title="Constructivism and Games" href="http://playwithlearning.com/2012/01/20/constructivism-and-games/">constructivism</a> because it represents a more holistic view of the learner.</p>
<p>However, like <a title="Constructivism and Games" href="http://playwithlearning.com/2012/01/20/constructivism-and-games/">constructivism</a>, experiential learning draws on the learner’s personal experience.  The role of the facilitator is to encourage learners to address the various stages of the learning cycle.</p>
<p>One of the implications of this is that the role for practitioners is not about teaching specific knowledge or training fixed behaviours, but is one of helping the learner discover approaches that work for them.</p>
<p>Facilitation is about creating and providing space for learners to try out something new, reflect on their experiences, arrive at new conclusions and think about how they would apply these conclusions in their work and life.  In this view people learn for themselves with a bit of help and assistance, rather than have it done to or for them.</p>
<p>As with <a title="Constructivism and Games" href="http://playwithlearning.com/2012/01/20/constructivism-and-games/">constructivism</a>, the learner is not a passive recipient of learning simply being fed knowledge but is active in its gathering and manipulation.</p>
<p>Typical experiential games include task-based simulations (such as SimCity) or role-play (e.g. The Sims) where players have a given or a chosen goal and must act consistently “in character” to achieve it.  The beauty of these &#8220;open-ended sandboxes&#8221; is that players can experiment and &#8220;fail softly.&#8221;</p>
<p>In physical role-play, children have been observed to use real objects to create imaginary situations in which they role-played and formulated rules that surfaced naturally during their play <a title="" href="#_ftn3">[4]</a>(Berk, 1995). In the same way, simulations allow for the simplification of systems: they describe manageable chunks of behaviour that learners can absorb.  The structure and simplification of environments gives users the chance to parse information more effectively.</p>
<p>Herz (1997: 220) suggests that the circumstances within a simulation are less important than the forces that create them <a title="" href="#_ftn3">[5]</a>.  The “four dimensional building blocks” of moving resources in time do not change the system they merely illustrate the way in which it operates and allowing the user to establish the rules and relationships between elements.  The simulation therefore describes environmental processes through graphics, animations and other dynamic media, portraying complex abstract relationships in a more recognisable and intuitive way.</p>
<p>And that is where simulations offer most education value, not product but process: the articulation of rules and relationships &#8211; the basis of experiential learning.</p>
<div></div>
<hr align="left" size="1" width="33%" />
<div>
<p><a title="" href="#_ftnref1">[1]</a> Merrill, M. D., (2001), <em>First Principles of Instruction, </em>Utah Sate University, http://id2.usu.edu/Papers/5FirstPrinciples.PDF</p>
</div>
<div>
<p><a title="" href="#_ftnref2">[2]</a> McGill, I. &amp; Beaty, L., (1995), <em>Action Learning, second edition: a guide for professional, management and educational development, </em>Kogan Page, London</p>
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<p><a title="" href="#_ftnref3">[3]</a> Kolb, D. A., (1984), <em>Experiential learning: Experience as the source of learning and development, </em>Englewood Cliffs, Prentice Hall, New Jersey</p>
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<p><a title="" href="#_ftnref3">[4]</a> Berk, L. E. &amp; Winsler, A., (1995), <em>Scaffolding children’s learning: Vygotsky and early education, </em> National Association for the Education of Young Children, Washington DC</p>
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<p><a title="" href="#_ftnref3">[5]</a> Herz, J. C., (1997), <em>Joystick Nation, </em>Abacus, London</p>
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		<title>Constructivism and Games</title>
		<link>http://playwithlearning.com/2012/01/20/constructivism-and-games/</link>
		<comments>http://playwithlearning.com/2012/01/20/constructivism-and-games/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 17:24:04 +0000</pubDate>
		<dc:creator>carlton</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Learning]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[constructionism]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[learning theory]]></category>
		<category><![CDATA[papert]]></category>
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		<guid isPermaLink="false">http://playwithlearning.com/?p=1823</guid>
		<description><![CDATA[Continuing my series on the relationship between the various learning theories and games, this post explores the idea of constructivism. From the constructivist perspective, learning is not a stimulus-response phenomenon as described by Behaviourism, rather it requires self-regulation and the building of conceptual structures through reflection and abstraction[1]. In constructivist theory, the learner takes an [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_1825" class="wp-caption alignright" style="width: 220px"><a href="http://playwithlearning.com/wp-content/uploads/2012/01/building-blocks.jpg"><img class=" wp-image-1825 " title="building blocks" src="http://playwithlearning.com/wp-content/uploads/2012/01/building-blocks-300x300.jpg" alt="" width="210" height="210" /></a><p class="wp-caption-text">building blocks</p></div>
<p>Continuing my series on the relationship between the various learning theories and games, this post explores the idea of constructivism.</p>
<p>From the constructivist perspective, learning is not a stimulus-response phenomenon as described by <a title="Behaviourism and Games" href="http://playwithlearning.com/2012/01/06/behaviourism-and-games/">Behaviourism</a>, rather it requires self-regulation and the building of conceptual structures through reflection and abstraction<a title="" href="#_ftn1">[1]</a>. In constructivist theory, the learner takes an active role in constructing his own understanding rather than receiving it from someone who knows.  According to constructivists, learners interpret information from the unique personal perspective of their previous experience.  They learn through observation, processing and interpretation: personalising the information into knowledge<a title="" href="#_ftn2">[2]</a>,<a title="" href="#_ftn3">[3]</a>.  As well as the recognising the cognitive aspects of learning, a major emphasis of constructivist theory is situated learning, that is contextual learning where material is placed in a recognised situation and takes account of the learner’s beliefs and conceptions of knowledge (Ernest, 1995).</p>
<p>Boethel and Dimock outline six assumptions of constructivism:</p>
<ul>
<li>Learning is an adaptive activity</li>
<li>Learning is situated in the context where it occurs</li>
<li>Knowledge is constructed by the learner</li>
<li>Experience and prior understanding play a role in learning</li>
<li>There is resistance to change</li>
<li>Social interaction plays a role in learning<a title="" href="#_ftn4">[4]</a></li>
</ul>
<p>Learning, according to Constructivist theory, takes place through stimulating one’s ideas and helping to reflect on them.  The process encourages learners to consider how new ideas, actions they take and experiences make sense of their own mental models.  The main difference between the behaviourist and constructivist approaches is that in the former, one sees the learner as a relatively passive storer of knowledge and the latter the learner is an active creator of their own knowledge.  In practice, most situations seem to involve a mixture of the two.</p>
<p>Constructivist games provide primary sources of information, simple elements and raw data for players to experiment with and manipulate.  Open-ended God-games (like <a href="http://en.wikipedia.org/wiki/Black_%26_White_(video_game)">Black and White</a> or <a href="http://www.spore.com/ftl">Spore</a>) and simulations (like <a href="http://www.microsoft.com/games/empires/">Age of Empires</a>) typify the theory because every instance of the game is a unique creation by the player.</p>
<p>In an extension to constructivism, <a href="http://www.papert.org/">Seymour Papert</a> recognised the potential of production as a means of learning in his work on constructionism, that is, “learning by making.”</p>
<p>Papert says “Constructionism—the N word as opposed to the V word— shares contructivism’s view of learning as “building knowledge structures” through progressive internalization of actions… It then adds the idea that this happens especially felicitously in a context where the learner is consciously engaged in constructing a public entity, whether it’s a sand castle on the beach or a theory of the universe.<a title="" href="#_ftn5">[5]</a></p>
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<p>Papert originally had simple computer programming in mind as the tool for production and his ideas have found substance in the non-specialist development environments such as  <a href="http://www.kodugamelab.com/">Kodu</a> for the XBox and others like  <a href="www.immersiveeducation.eu/missionmaker">Mission Maker</a> and <a href="http://www.gamestarmechanic.com/">GameStar Mechanic</a>.  The ability to <em>create</em> games offers users the opportunity articulate their understanding in new ways and simultaneously consider how best to communicate key principles &#8211; in essence is gives lay game-developers the chance to make games &#8220;in their own words.&#8221;</p>
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<p><a title="" href="#_ftnref1">[1]</a> von Glasersfeld, E. , (1995), <em>A constructivist approach to teaching, </em>In Constructivism in education, (pp.3-16). (Eds.) Steffe, L. &amp; Gale, J.,  Lawrence Erlbaum Associates, Inc., New Jersey</p>
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<p><a title="" href="#_ftnref2">[2]</a> Cooper, P. A., (1993), <em>Paradigm shifts in designing instruction: From behaviorism to cognitivism to constructivism., </em>Educational Technology, 33(5), 12-19<em></em></p>
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<p><a title="" href="#_ftnref3">[3]</a> Wilson, B. G., (1997), <em>Reflections on constructivism and instructional design., </em>In C. R. Dills &amp; A. J. Romiszowski (Eds.), Instructional development paradigms (pp. 63-80).  Educational Technology Publications, Englewood Cliffs, New Jersey</p>
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<p><a title="" href="#_ftnref4">[4]</a> Beothel, M &amp; Dimock, K. V. , (2000), <em>Constructing Knowledge with Technology , </em>Southwest Educational Development Laboratory, Austin, TX</p>
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<p><a title="" href="#_ftnref5">[5]</a> Papert, S. &amp; Harel, I., (1991), <em>Constructionsim, </em>Ablex Publishing Corporation, Norwood, New Jersey</p>
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