Learning & Play
Learning & Play, Part II
Designing Games & Rules
The Shared Imagination
Culture & Critical Play
100

This term refers to a systematic approach to the practice of playful learning & teaching and is needed to bridge the tensions between playful learning & traditional education:

Pedagogy of Play

100

This term refers to a suite of behaviors that include working memory, the ability to inhibit impulses & switch between tasks or rule sets.  It relates to a variety of academic skills, such as math & literacy.

Executive Function

100

This term refers to a play-based design process.  It emphasizes play testing & prototyping, and is a method in which design decisions are made based on the experience of playing a game while it is in development.

Iterative Design

100

It is for this reason that the Shared Imagination is so significant, for it is the faculty that makes __________ possible.

Society
100

This term refers to maps of meaning that, while purporting to be universal truths, are actually historically specific understandings that both obscure & maintain power.  Examples of this include religions, political economy philosophies such as capitalism & communism and myths such as the "American Dream."

Ideology
200

Playful learning, when linked to this particular phenomenon, provides the opportunity to ask "What if?" It helps to imagine new possibilities, identify problems and work to solve.  It also facilitates the formation of new connections between people, ideas, materials & the world.

Creativity

200

This type of learning refers to recognizing key facts & principles.

Surface learning

200

The basic rule of iterative design calls for a game to be created & play tested when it is at this stage of completion:

20%

200
This term refers to a shared transcendence of personal limitations, of our understanding of our capabilities; a sudden, momentary transformation of our awareness of the connections between ourselves, each other & the world we find each other in, between the actual & the imagined.  It is what happens when we work or play extraordinarily well together.  It is what happens when you are fully engaged, yourself, in a community, actual & imagined, that is fully engaged.  It is the experience of the "Big We."

Coliberation

200

This term refers to the process of making, maintaining & reproducing ascendance, meanings & practices.  It through this process that ideologies become understood as "common sense" within a society & culture.

Hegemony

300

This set of skills predicts important outcomes such as peer acceptance, positive self-worth & college completion.  Through this skill set, children develop motivation, as well as the capacity to follow rules & pay attention.

Self-Regulation

300

This type of learning allows us to connect factual knowledge with real world experiences & to grasp their implications.

Deeper Learning

300

This term refers to the deep structure of a game, from which all real world instances of the game's play are derived.  It is the formal system of a game (but NOT the experienced game itself).

Rules

300

This term refers to the idea that in order to have an optimal experience, to be "in the zone," we need to balance our feelings of being challenged against our ability to meet that challenge.  When something is at just the right difficulty level that we can manage it--but not so easy that we can let our attention wander or get bored.

Flow

300

This term refers to a large scale & established set of laws, customs, practices & organizations that govern the political or social life of a people, and make & enforce a society's rules & norms.

Institution

400

This word refers to one's capacity & wherewithal to influence, manipulate & shape one's world.  It enables children to recognize & act on opportunities for change & empowers them to make choices.

Agency

400

How does playful learning exist along a continuum?  Draw the spectrum of playful learning.

Free Play--Guided Play--Games--Direct Instruction

400

This term refers to the rules that help players perform a game better.

Strategy

400

This term refers to the interpersonal emotional experience.  It is the way we can feel joyful with others' joy, success & happiness.  It is the courage & creativity of adolescents to take their essence of an emotional spark, social engagement, novelty & creative explorations to compete with the world's problems in a collaborative way (rather than aggressively compete with one one another).

Empathetic Joy

400

This term refers to the turning of a thing upside down, or uprooting it from its position, overturning, upsetting, overthrowing of a law, rule, system or condition.  It is an action, plan or activity intended to undermine an institution, event or object.  When considering this action, it is necessary to know what system or phenomenon one is working against, be it political, social, legal or cultural.

Subversion

500

These are the 3 overlapping categories of the playful learning model:

1. Delight

2. Wonder

3. Choice

500

What are the 5 characteristics that promote optimal learning through play?

1. Joyful

2. Meaningful

3. Active, engaged minds

4. Iterative thinking

5. Social Interaction

500

Rules are the guidelines that guide & direct ________. Although, there are many contexts in which people or phenomenon do not follow the rules.

Behavior

500
These are the 2 boundary risks that can accompany coliberation.  They refer to the 2 ways that the attempt to reach coliberation can go wrong:

1. Alienation

2. Conformity

500

This is a site for production & consumption of culture, community, langauge, commerce, work & leisure. It is the site for play & struggle, where players may eschew binary oppositions & allow for the possibility of a subject to be simultaneously in several spacialities.  Spaces are socially produced, and this space is the only site that contains the possibility for social & political transformation.  It is a space of subversion, hybridity & blasphemy.

Third Space