Shouldn't we base our educational systems primarily on Play?
I was asked "shouldn't we base our entire educational systems  primarily on Play?", I think not, but we should use  all we know about play to guide education.
 School is a new invention, it is only a couple of hundred  of years old. Before that, learning alongside adults also contributed to  children's development. Children would learn alongside adults in the field, the  kitchen and at the forge. Call it apprenticeship learning. Schools became  necessary after the industrial revolution in part to free adults from childcare.  Also, as society becomes more complex, some kinds of learning become too  specialised to learn in a village apprenticeship way.
 The points here are that
 * play was never enough on its own
 * school performs purposes other than learning
 * the needs of society have changed since play evolved in  mammals
 It is time, now that technology gives us options, to  reconsider the teacher at the blackboard in front of a class of children. It was  only ever a stopgap compromise. We should consider what we know of play and  learning and see if we can improve on the "talk and chalk" model.
 Learning is best if it is authentic, like apprenticeship.  It is much more motivating if you can produce something real and of value to  others. Perhaps this was what Papert meant with constructionism (the N word not  the V word) that learning "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" http://www.papert.org/articles/SituatingConstructionism.html
 Learning is best when it is relevant, when you can see  that what you are learning will actually be useful to you.
 There must be a balance between effort and achievement or  reward. Too hard and you give up, too easy and you are bored. (I read  somewhere that motivation is highest when the chance of success is 50%). You can  visualise effort and achievement (reward) as two curves that have to match. We  are familiar with the initial learning hump where effort is not matched by  achievement/reward .
 Immediate feedback. Problem solving in games works  well when you can quickly test your hypothesis. The problem solving process  works like the debugging process that computer programmers are familiar  with. You test, arrive at a hypothesis or solution and then implement. When the  implement & test part of the cycle is quick, as in programming, you spend  most of your time in the cognitive conflict or cognitive dissonance part of the  cycle. This is where the real cognitive development occurs. It is very  frustrating but it is almost addictively motivating. Ask any computer programmer  or game player whether they have still been on the computer at 3am. "I'll just  fix this program bug...." or "I'll just add some more roads to my Sim  City...."
 Peer tutoring. Rather than locking kids into a competitive  process through assessment, they should be placed in an environment where they  can cooperate too. Then you can have a class full of teachers. The best way to  learn is to teach something. See http://schoolgamemaker.rupert.id.au/computerclub/ Is the emphasis on assessment an attempt to  motivate kids through competition in the otherwise boring environment of "talk  and chalk" classrooms? I read somewhere that less than 15% of teachers use  assessment as feedback to tailor how and what students learn.
 An example of a cross curriculum games based project is at  http://www.freewebs.com/schoolgamemaker/IT%20Course-game.doc
Labels: computerclub, constructivism, gamemaker, games, motivation, Papert

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