Play and problem-solving

A workshop for City Year Los Angeles, presented February 9, 2012

  • Why play? What is it?

-new media literacies (NML) definition of play: “the capacity to experiment with one’s surroundings as a form of problem-solving” (Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006, p. 4)

-“Play is a very serious matter… It is an expression of our creativity; and creativity is at the very root of our ability to learn, to cope, and to become whatever we may be” (Rogers & Sharapan, 1994, p. 13).

-Besides being tied to creativity, play is also science – it is the vehicle through which one asks questions, constructs hypotheses, runs trials, analyzes results, and comes to conclusions. Particularly today, as forward-thinkers exhort innovation and policy-makers (solely, and thus myopically) extol the virtues of science, technology, engineering, and mathematics (STEM), the seriousness and practicality of this should be obvious.

-“In almost every example of what he describes as “the sacred,” play is the defining feature of our most valued cultural rites and rituals. As such, for Huizinga, play is not something we do; it is who we are” (Thomas & Seely Brown, 2011, p. 97).

  • What is play good for?

A1. Tinkering (agenda-less play) → innovation
-A 10-year-old’s unbounded experimentation led to her discovery of a new molecule

00:00-01:30
A2. Tinkering → discovery

-Junior Toy Inventors in Mumbai’s Expanding Minds Program learned about balance by working with sundry materials.

A3. Tinkering → personal and social enrichment
-This culturally-inspired innovation in Senegal contributed to Sunukaddu staff member/inventor Idrissa’s sense of pride and self-efficacy, as well as the benefit of learners near and far.

NOTE: This final photo is from the RFKLab, a space for innovation and community-building at the RFK Community Schools in downtown Los Angeles. Laughter for a Change uses the NMLs in its Tuesday after-school program with high school students. Improvisation is an excellent context and tool for getting at play and other key NMLs.

B1. Gaming (purposeful play) → innovation

“This is the first instance that we are aware of in which online gamers solved a longstanding scientific problem,” writes Khatib. “These results indi­cate the potential for integrating video games into the real-world scientific process: the ingenuity of game players is a formidable force that, if properly directed, can be used to solve a wide range of scientific problems” (Young, 2011).

B2. Gaming → discovery

“… certain games afford their players the opportunity to step virtually into the shoes of a specific profession and, through game play, become familiar with its domains of knowledge, skill base, values, identities, and ways of thinking about the world” (Joseph, 2008, p. 263).

For more about Barry’s incredible global learning and youth development program, check out Global Kids!

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B3. Gaming → personal and social enrichment

-Becoming a better critical thinker, friend, teammate, person as a result of play

Can you think of an example to illustrate this?

  • Why? How does that work? Why does play produce such incredible results?

1. Flow: “the satisfying, exhilarating feeling of creative accomplishment and heightened functioning” (Csikszentmihalyi, 1975, p. xiii).

2. Self-efficacy: belief in one’s capacity to produce effects (Bandura, 1977)

Acting in a game demonstrates to players that they can exert power over something, that their efforts make a difference. “Fiero is what we feel after we triumph over adversity” (McGonigal, 2011, p. 33).

3. Capacity-building

Playing enriches perseverance, emotional stamina, mental toughness, and divergent thinking.

4. Community

Game-related talk (processing experience, comparing performance, exchanging feedback, pursuing mastery) builds relationships and community. “Good games… support social cooperation and civic participation at very big scales. And they help us lead more sustainable lives and become a more resilient species” (McGonigal, 2011, p. 350).

  • Play and the NMLs

New media literacies (NMLs) are “a set of cultural competencies and social skills young people need” in a culture that “shifts the focus of literacy from one of individual expression to community involvement” (Jenkins et al., 2006, p. 4).

Despite their name, NMLs are neither “new” nor exclusively about “media”; rather, they are time-honored practices that support critical thinking and problem-solving.

-Why? Because NMLs are tools for problem-solving. New and old media alike pose “problems,” such as understanding new gadgets, working with dissimilar collaborators, and interpreting data. NMLs – in these examples, play, negotiation, and visualization, respectively — offer tools to solve those problems.

Other key NMLs include collective intelligence, “the ability to pool knowledge and compare notes with others towards a common goal”; and negotiation, “the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms” (p. 4)

For more information on NMLs, see newmedialiteracies.org and playnml.wikispaces.com, as well as my publications!

  • Problem-solving

-Problems have an emotional piece to them — they elicit emotional/physical responses in our bodies. Certain strategies can help you to defuse or limit the emotional intensity of a problem. (You can practice these strategies via innovative video game Dojo from GameDesk!)

-Problems also have a practical piece to them — they present real barriers to maximally productive workflow. Which strategies can you invoke for managing conflict and solving problems?

  • ABCDE Exercise

NOTE: My dear friend and mentor, brilliant Garden Nursery School director Jenn Guptill, co-presented this exercise with me back in 2004, when we taught workshops in supporting young children’s conflict resolution for fellow early childhood educators. A-D might be a product of the Safe and Caring Classrooms study group in which we participated, and then we added the E…

-Ask for volunteers to roleplay two characters in a contextually relevant problematic scenario

-These volunteers will play out an encounter in which they address the scenario

-Then they will see what happens when they try out steps A-E

A. Ask neutrally if there is a problem

-Do not assign blame, characterize someone as bad, or assume malicious intent; speak about how things look to you: ”I notice that when I do X, it seems like you do Y.”

-Use “I statements,” explaining how behaviors (NOT the person, just certain acts) they make you feel: “When you do X, it makes me feel like Y.”

-Invite other person to share his/her perspective: ”What do you think is happening?” “What do you think about that?” “What have you noticed?”

B. Brainstorm possible solutions to the conflict

-Both parties ideally should contribute to the brainstorming session

-Ideas should be heard and, ideally, not criticized

-The point is to establish trust and step away from putting people on the defensive

C. Choose which solution you will employ and how you will follow up to assess

-Both parties should agree to the action plan

-The assessment part is key — how will you know if things are working? When will you check in again to ensure that there’s satisfaction and open dialogue?

D. Do it!

-Get ‘er done

E. Evaluate

-This part is often left out but it allows for minor adjustments, guards against strained relations and icy silence/alienation post-confrontation, and renews awareness of/commitment to the solution (because it can be easy to fall back into old habits)

  • Play for Problem-solving Activity

-Break into small groups of 5-6, work through a problematic scenario by using a mode of play

Modes of play:

1. examples from nature — think about plants, animals, etc and see if that helps you to model and problem-solve

2. roleplaying — think about the characters involved in a problem and step into their shoes, act like them and try to think like them in order to problem-solve

3. manipulatives — use assorted objects to model systems and relationships

4. art — express problem, using as few words as possible, via paper, markers, Post-Its, and other art supplies

5. narrative — turn the problem into a simple story, as if you were explaining to a young child or an alien from another planet in order to boil it down to its most essential elements and make new discoveries

6. free play — find another playful mode of exploring your group’s problem!

Possible thematic outcomes:

1. innovation: new solutions

2. discovery: new skills or knowledge

3. personal and/or social enrichment: new relationships and/or intrapersonal understandings

4. other

Possible deliverables:

1. a way to communicate the problem so that the organization (and/or multiple stakeholders) better understand it

2. multiple possible solutions, a long brainstorm session

3. one processual solution and a set of action steps and recommendations for implementation and evaluation

4. an organizational restructuring involving new working groups or work flows or communication processes, etc.

5. other

  • Shareout

What did you come up with?
How did your group members work together (e.g., strategies, roles, conflicts, solutions, etc)?

-Reflections can be enriched by use of ORID (Stanfield, 2000), a protocol for facilitating group discussions that is based on four lines of inquiry: Objective (e.g., “What happened?”); Reflective (e.g., “How did it make you feel?”); Interpretive (e.g., “What is this all about?”); and Decisional (e.g., “What is our response?”).
O: What happened? Which words/phrases/moments do you most vividly remember?
R: How did it feel? Where were you surprised/delighted/frustrated?
I: What is all this about? What does all this mean for us? How will this affect our work? What are we learning from this? What is the insight?
D: What is our response? What action is called for? What are our next steps?

  • Epilogue: City Year L.A. Plays to Problem-solve!

This incredible group of open-hearted, fun-loving, forward-thinking folks enthusiastically embraced the challenge to approach organizational issues from a playful perspective. They harnessed modeling clay, blocks, animal figurines, toothpicks, gumdrops, a Barrel of Monkeys, and narrative form in order to think innovatively and develop viable solutions. Thanks to Shira Weiner for dreaming up and bringing in all of these creative materials, and for inviting me to City Year in the first place! C.Y.L.A., let’s play, hook!

Listen to this recording of the group members’ fantastic solutions!

Thank you for this opportunity and please keep in touch!

Justification

As I tore apart my computer in search of texts to enrich my article for Learning, Media, and Technology, I found this piece which I delivered (or didn’t — I have a habit of jumping off-book and riffing in front of a live audience) before the Academic Affairs Committee of the Board of Trustees on April 15, 2011.

I’ve always wanted to make the world a better place, and thought that the way we raise children is central to any/all such undertakings. As an undergraduate at Northwestern University, I studied Education & Social Policy, with minors in political science and French. I did original, on-site research for my honors thesis, visiting child care centers in Paris, Oslo, and urban Chicago. I reviewed the way each culture balanced the social-emotional and the cognitive — Were they tensions in opposition? Were they intertwined partners?

Spongebob Squarepants got me to graduate school. My friend Jenn and I were babysitting a bunch of five-year-olds and, while we happened to be on the street of a housing project in Boston, I suspected that this scene could have unfolded anywhere in America, maybe anywhere around the world…

Here we go round the mulberry bush… the ice cream truck chimed. My friend Jenn asked the kids what they wanted.

“Spongebob!” they cried, eyes glued to the image of a frozen treat shaped like he who lives in a pineapple under the sea.
“They’re out of Spongebob,” Jenn explained patiently. “What’s your next choice?”
“Dora!”

POP! Goes the weasel!

That’d be Dora the Explorer, another children’s TV character who the youngsters could ice cream-ily cannibalize. Now, I’d been a kid who worshipped at the electric fireplace, effortlessly memorizing movie & TV dialogue, gobbling books, acting in plays. But I always, ALWAYS, had firm ideas about chocolate and vanilla. Was something different going on here?*

I started out by looking at the extent to which young people interacted with electronic media, analyzing children’s media content according to unsavory themes, like aggression, materialism, xenophobia, and stereotypical gender roles, which I continued at USC. Then I became interested in influencing the content itself, first through disseminating research to studios with Dr. Stacy Smith, then by supporting entertainment-education efforts with Dr. Sheila Murphy and Hollywood, Health & Society. From there I became interested in what people do with the content, and that’s what led me to Dr. Henry Jenkins and, in a sense, brought me back to square one. How do we make the world a better place, shift the way we raise children, address the social-emotional and the cognitive?

This skills-rich approach seems the way to go, in my opinion. Not only is each person, each community, and each moment in time distinct, but people hate being told from on high what to do. It doesn’t make sense to come up with one fixed set of solutions, one “universal” plan, and tell every person out there to do it. It just doesn’t work. But let’s say you help them to develop skills, fundamental capacities for diverse application. Then individuals’ and communities’ possibilities are limitless. They can realize their own potential, and build their own solutions that reflect their unique circumstances.

At RFK Community Schools, via the Explore Locally, Excel Digitally after-school program, I’m helping those skills to take hold. The skills pertain to social-emotional competence (SELs; self-awareness, self-regulation, social awareness, relationship skills, and responsible decision-making), and new media literacies (NMLs; defined as “a set of cultural competencies and social skills that young people need in the new media landscape” (Jenkins, Clinton, Purushotma, Weigel & Robison, 2006, p. 4)). Despite the words “new” and “media” in their label, NMLs are neither new nor exclusively for or about media. They’re especially useful in the context of new media, but they’re fundamental, time-honored, digitally agnostic skills. They’re about enriching learners with useful, versatile capacities that help them think sharper, work better, and appreciate fuller the ethical ramifications of their actions.


As thirteen-year-old me once sang in Beaver Dam, Wisconsin, playing the role of Mrs. MacAfee in Harand Theater Camp’s summer 1993 production of Bye Bye Birdie, “I don’t know what’s wrong these kids today!”

Plates

Lately I’ve been saying, “I’ve got a lot on my plate.” When I want to switch it up, I disclose the more colorful, “I’m trying to keep multiple plates spinning.” But I’ve been thinking (always dangerous), This paints plates* too reductively. Plates aren’t disembodied, external objects; they don’t merely host gorge-inducing portions or demand frantic maintenance. Plates define our very foundation. We’re built on plates. If living in Los Angeles has taught me nothing else, it’s that our wellbeing depends on the stability, balance, and flow of these plates.

So what’s on my professional plate? Very glad you asked… I’ve enabled comments so that anyone who’s interested can discuss a project with me — this post is mostly meant to inform and engage, and only minimally to vent. Thus, in no particular order:

-co-writing/editing a $1.35M grant to the National Science Foundation
-co-writing an article for journal Learning, Media and Technology on Explore Locally, Excel Digitally, an after-school program my colleagues and I designed and instructed during Spring 2011
-final edits + table layout for Sunukaddu chapter in African Childhoods: Survival, Education and Peace-building in the Youngest Continent
-co-designing challenges for PLAY! platform (which my colleagues and I will present at the Digital Media & Learning Conference and the Annenberg Innovation Lab Festival)
-considering user interface, affordances, and embedded biases of PLAY! platform with colleagues
-brainstorming ideas for Dojo, continuing to meet with folks and think through my dissertation plan, and designing presentation to GameDesk
-writing dissertation prospectus
-co-writing case study about Summer Sandbox and Playing Outside the Box for eBook on participatory models of professional development
-co-facilitating the USC Serious Games Network and co-developing outline for panel I will moderate on serious games’ business models, hosted by USC Marshall School of Business, with panelists Laird Malamed & George Rose
-analyzing data from Laughter for a Change with RFK-LA, a weekly after-school improv workshop with high school freshmen which I participant-observed during Fall 2011, and making a presentation for the Digital Media & Learning conference
-participating on a panel addressing Henry Jenkins‘s Convergence Culture
-revising NCA conference paper on grassroots epistemologies for submission to a scholarly journal and for a chapter in Global Health Communication Strategies in the 21st Century
-attending a gala for the Khmer Anti-Poverty Party, whose membership I’ve instructed in leadership strategies
-writing five letters of recommendation for last semester’s students
-considering a possible joint paper on The Hunger Games
-attending various meetings and workshops
-leafing through stacks of library books and recent Amazon purchases + blogs and articles
-taking on the serious/fun business of playing serious games

Now what’s for dessert?


*My mom paints plates too! You should see her bowl for Rosh Hashanah honey — it’s a beaut!

Onward


The University of Southern California (USC) is well known for football, and all of the glory and scandal that comes with it. Some folks also associate USC with privilege and derisively refer to it as the “University of Spoiled Children.”

But USC knows, as I have learned well, that you can’t just rest on your laurels.* We must look to the future.

The Strategic Vision identifies three paths forward, which constitute the heart of our academic vision.

Transforming Education for a Rapidly Changing World highlights building the ranks of transformative faculty and reinventing education at the undergraduate, graduate and postdoctoral levels. It also focuses on the need to insure student access to education and our commitment to accountability.

Creating Scholarship with Consequence emphasizes the growing importance of translational research, creative work and professional practice that make a significant impact on society. This will require increasingly more interdisciplinary and inter-professional collaboration.

Connecting the Individual to the World calls for promoting local and global engagement to foster mutual understanding. This begins with self-knowledge and self-reflection, critical thought, appreciation of diversity, aesthetic sensibility, civility, and empathy across all spheres of life. Given the broad scope and depth of our academic programs, we must not lose sight of the importance of cultivating human wholeness.
-Elizabeth Garrett, USC Provost and Senior Vice President for Academic Affairs, 1/9/12

These values echo my own and if I were more jingoistic, I might be inclined to say something like “I am USC.”

My latest inspiration for my dissertation reflects this commitment to transformative education, meaningful contribution, and human wholeness. It incorporates positive deviance, participatory action research, participatory design, participatory culture, participatory learning, serious games, and social and emotional competence.

Project Plan:

1. Gather baseline data on a youth population (utilize multiple methods to triangulate members’ capacity to emotionally regulate and perform in Dojo).
2. Identify positive deviants (PD’s), or those whose adeptness at emotional regulation qualifies as aberrational; in other words, individuals who thrive despite the odds, without access to special resources.
3. Identify their emotional regulation strategies — How do they do what they do?
4. Work with these PD’s to suggest game design modifications and curriculum components for Dojo.
5. Liaise with GameDesk developers regarding game design modifications and take lead on realizing complementary curriculum.
6. Facilitate outreach efforts with PD’s and other interested youths, spreading the word about Dojo and PD’s emotional regulation strategies.
7. Gather endline data on youth population (utilize multiple methods to triangulate members’ capacity to emotionally regulate and perform in Dojo).

Of course, this plan is ambitious and will undergo intensive revision — part of the process. For now, this is the blue sky I’m eyeballing.

Fight on.


*Pun absolutely intended.

Abstracts

One day. Two abstracts. Pray to the guest editors of Learning, Media, & Technology

SPECIAL ISSUE: Digital Literacy and Informal Learning Environments

Vartabedian, V., Felt, L.J., Literat, I., & Mehta, R. Explore Locally, Excel Digitally: A participatory learning-oriented after-school program for enriching citizenship on- and offline.

KEYWORDS: participatory learning, digital, citizenship, after-school, pedagogy

Following Jenkins and colleagues’ elucidation of participatory culture and new media literacies-enriched education[1], this article argues that facilitating a culture of participatory learning stimulates the development of 21st century social skills and cultural competencies. To support this argument, we examine the components of a new pedagogical framework designed for participatory learning and explore a case study in which this framework was implemented — an after-school program in digital citizenship for Los Angeles public high school students.

A culture of participatory learning (often found in informal learning environments[2]) respects and nurtures: heightened motivation and new forms of engagement through meaningful play and experimentation; learning scenarios relevant to students’ realities and interests; creativity with a variety of media, tools, and practices; a community designed for co-learning; and contexts that are situated within a larger learning eco-system. Such a culture empowers learners to practice new media literacies (NMLs) and social and emotional learning skills (SELs)[3] because it allows for the expression of all voices and multiple ways of knowing.

How one negotiates digital tools and norms impacts citizenship on- and offline. As such, the after-school program “Explore Locally, Excel Digitally” (ELED) used hardware (iPod Touches, desktop computers), software (mobile apps, Twitter, GoogleMaps, Prezi), and team-building activities to investigate ethics, mapping, and their intersections. Students examined the characteristics of their own communities and the nature of their participation within these networks, looking at ELED, their friendship circles, their schools, and the neighborhood surrounding Robert F. Kennedy Community Schools. Using ethnographic fieldnotes, video footage, student-generated multimedia content, and baseline and endline survey measures, we found that this pedagogical framework supported a participatory learning culture in which students practiced NMLs and SELs. Importantly, it also facilitated students’ development of self- and collective efficacy.


[1] (Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006)

[2] Recent studies have established a relationship between out-of-school spaces and learning outcomes (Bell, Lewenstein, Shouse & Feder, 2009), as well as urged schools’ integration of Web 2.0 participation (Schuck & Aubusson, 2010). What facilitates learning in these informal, physical and virtual sites?

[3] (Zins, Weissberg, Wang, & Walberg, 2004)

———————-

SPECIAL ISSUE: City Youth and the Pedagogy of Participatory Media

Felt, L.J. & Rideau, A. Pedagogy for appropriation: How Sunukaddu supports youths’, instructors’, and communities’ development by amplifying voices in Senegal.

KEYWORDS: Dakar, youth, pedagogy, media, voice, sustainability, skills

While the world’s urban population is expected to skyrocket 41% between 1950 and 2050, Senegal’s rate of urbanization has outstripped the average and is projected to ascend even more sharply, growing by 48% over that span[1]. Therefore, as global citizens consider how best to manage youths’ education within the volatile contexts of rapid urbanization, economic uncertainty, public health challenges, and technological shifts, a case study from Senegal can offer potentially useful insights. This article examines Sunukaddu[2], an instructional program in producing civic-oriented multimedia for Dakar youths.

Non-profit organization Réseau Africain d’Education pour la Santé created Sunukaddu in 2008 to support youths’ creation of digital HIV/AIDS messaging[3]. During the summer of 2010, staff redesigned Sunukaddu to facilitate its ease of appropriation. First, they established a collaborative curriculum design process that boosted instructors’ teamwork and ownership. Second, they increased participants’ hands-on exploration and access to local role models. Third, they adopted smartphones and encouraged sharing content online. Fourth, they addressed participants’ communicative capacities by harnessing new media literacies[4] and social and emotional learning skills[5].

Analysis of ethnographic photographs, participant-generated multimedia content, baseline and endline survey measures, participant focus groups, and instructor interviews suggests that Sunukaddu participation supported instructors’ professional development and facilitated youths’ holistic growth. This article argues that Sunukaddu’s design explains its success. Asking instructors and participants to personalize content and raise their voices[6] enriches the learning experience and helps to bridge the “second digital divide”[7] or the “participation gap”[8].  Nurturing fundamental skills[9] prepares individuals for productive negotiation of varied contexts. Finally, leaving open-ended specific activities and technology requirements respects the unpredictability and/or modesty of funding streams as well as the swiftness of social and/or technological change. Thus, Sunukaddu’s adaptable format should ensure its long-term viability — both an important ethical consideration and key development imperative.


[1](WORLD: 1950: 29% urban, 2050: 70% urban; SENEGAL: 1950: 17% urban, 2050: 65% urban; (United Nations Population Division, 2009)

[2](“Our Voice” in the indigenous language of Wolof)

[3](For a review, see Massey, Morawski, Glik, & Rideau, 2009; also Massey, Glik, Prelip, & Rideau, 2011; also Felt & Rideau, in press)

[4](Jenkins, Purushotma, Clinton, Weigel, & Robison, 2006)

[5](Zins, Weissberg, Wang, & Walberg, 2004)

[6]via writing curriculum and producing documentaries, graphic novels, posters, songs, news reports, etc

[7](Somekh, 2007)

[8]which Jenkins et al (2006) define as “the unequal access to the opportunities, experiences, skills, and knowledge that will prepare youth for full participation in the world of tomorrow” (p. 3)

[9]e.g., NMLs and SELs