The Power and Importance of Play

Today I had the honor of participating in a conversation organized by DML Central‘s ConnectedLearning.tv about the power and importance of play. The featured guest, Nirvan Mullick, is the innovative filmmaker behind Caine’s Arcade and Caine’s Arcade 2, and architect of Imagination Foundation and Global Day of Play, among other things. His groundbreaking work — sharing the creativity and passion of a young Angeleno boy’s cardboard arcade, leveraging its mini-viral popularity, creating a scholarship foundation for Caine, and building a global movement — is inspirational to say the least.

This conversation was organized by Jon Barilone, Community Manager of DML Central, moderated by Tara Brown, Technology Director of DML Research Hub, and enriched by contributions from Isaiah Saxon of DIY.org and Monika Hardy of the be lab. Of course, chatty ol’ me also said a thing or 10. And I would have said more if I was following the webinar’s LiveStream chat! Great backchannel conversation.

The webinar’s collaborative document listed the following as key quotes:

  • “This was lightning in a bottle in my world. This tremendous opportunity, but also this tremendous pressure to try to make the most of it.” – Nirvan
  • “There should be a seamless gradient from their naive play to what adults would recognize as work.” – Isaiah
  • “We have to create a culture where play is not only acceptable, but valued. Where we’re demonstrating that we care about play and creativity.” – Laurel
  • “Making/playing is a platform for kids to have the confidence to try a new skill they don’t have yet.” – Isaiah

———————-
For me, interesting points of the conversation include (but are not limited to): playing vs. making; values vs. rewards; capacities vs. checkmarks; practice vs. philosophy; today vs. tomorrow.

  • Playing vs. making

I’m interested in creating a Venn diagram for these two concepts, playing and making, because I find them to be interrelated and even overlapping at times yet not synonymous. Isaiah said that in order to make, one must play; I agree. But in order to play, one does not have to make — that is, unless we define “making” more broadly to encompass making narratives, making interpersonal connections, making characters, making decisions, etc. I feel that makerspaces and hackerspace are havens for tangible tinkering — taking an object and transforming it in some way. But by definition, play does not require any objects. In fact, my favorite way to play — improv — insists upon no props, no sets, no nothing.

Isaiah elaborated that to earn a Skill badge on DIY.org, one must complete at least 3 challenges that incorporate play. So play is in the DNA of making. But what is in the DNA of play? USC Dornsife’s Joint Educational Project will pilot a badge system in which service-learners can earn badges in play. Designing challenges that support play proficiency is on my To-Do list for — now-ish, I suppose :-), and by “now-ish” I mean NOW, since we’re launching this in February 2013. I’m looking forward to demystifying (and complicating) a process/concept we all thought we already understood: play.

  • Values vs. rewards

I characterized badges as expressions of values, ways to show community members what we care about. By recognizing Attendance Award winners, schools show that they care about kids coming every day. By letting a student walk to lunch first because she raised her hand without calling out, a teacher shows that he cares about turn-taking and orderliness. Do these rewards motivate and incentivize behavior? Perhaps, to a point — extrinsically. We all know that the value of such methods is limited and we do not want to create a generation of individuals who require external validation.

I care much less about people working for the reward, and much more about the symbolic value of giving time and attention to a certain set of values. I like what badges express. When an organization supports a play badge, it says, “We care about play.” When an organization connects a group of badges to its program, it says, “These are possible outcomes of your work. These are some goals we find worthwhile.” To learners — who may understandably assume that this learning context is just like the rest, and that their job is to sit passively and spit back the expected responses — it declares, “This time, it’s different.” Badges show what you can explore, do, become. “Welcome, current and budding Players, Zoologists, Engineers. This experience transcends an A in who-knows-what. This experience is open for you to grow.”

Maybe this sounds idealistic and naive. Maybe that’s my specialty. ;-) I just think we need to unambiguously show learners that the world is rich with possibilities, and have our learning contexts reflect and honor that richness.

  • Capacities vs. checkmarks

Educational standards have become (or were they always?) a dirty word. Our American educational system is not federal but wide adoption of The Common Core moves us closer towards national norms. Is this a hollow affair at best, a time-sucking or even sinister situation at worst?

It depends on what you believe standards do. From Monika, it sounded like she believes that standards superficially designate “good” and “bad” where such qualifiers don’t exist — there is just difference.

So far, I can only think of examples where I disagree… I’m struggling to play devil’s advocate with myself and find a case that will support her point. Perhaps I’ll get there as I  share my own position.

I think there are basic skills that allow people to play the game. If you don’t know how to dribble, you can’t really play basketball. You can make up your own game with different rules and not have to dribble at all, or only dribble in a certain kind of way. That’s fine. But that’s not basketball. Whether we want to transition to this new game becoming THE game and replacing basketball, that’s a separate issue. But this new game is not basketball. To play basketball, you have to be able to dribble.

So that’s what I think of when I consider standards. To be able to read, you have to understand phonemes. To be able to subtract, you have to understand the number line. Teaching these skills to children is an important task we give to schools. Standards articulate this expectation, this part of schools’ job description. By the end of the year, the students should understand X, be able to do Y.

Standards become problematic when the learning goals they outline are: 1) irrelevant; 2) beyond students’ zone of proximal development (either too easy or too hard); or 3) chained to inappropriate instructional methods. If/when any of these criteria describe standards, then the standards should be rewritten. But in my opinion, the phenomenon of standards should not be dumped all together.

I want our children to be able to engage with challenging texts. I want them to be able to express themselves so that comprehension is not limited by writers’ poor grammar but by listeners’ own willingness to engage. I want our children to be able to look at a pie chart and know what it means. I want our children to be able to calculate which carton of orange juice at the grocery store is a better deal per milliliter. And of course, I want our children to love themselves, treat one another with respect, and dream of what never was and ask why not (to borrow a phrase from the late, great Bobby Kennedy).

Isaiah said that his ideal middle school would consist of two required courses in character-building and five electives whose content would authentically integrate standards/basic skills. Amazing idea. To that integration end, I encouraged educators to identify the basic skills already embedded in creative projects, and to discover diverse subjects’ interrelationships, e.g., a social science standard within the scope of a science project.

Let’s help school enable, rather than prevent, education.

  • Practice vs. philosophy

What we believe is one thing; what we do is often another. How can we make our teaching reflect and support our philosophies? What can we DO? Fabulously time-strapped teachers legitimately ask for this concrete guidance; in many cases, educational advocates are preaching to the choir instead of giving them a hand. Of course teachers want to support their students; if they didn’t, they wouldn’t have gone into this (largely thankless) profession. But how are they supposed to get the job done? Even though I know better, sometimes I catch myself teaching in the same way that I was taught (didactially) and taught to teach (by the book/standard/standardized test). I need a model for another way; I need practical guidelines; I need an example. I think we all do.

In terms of a model, in today’s conversation I presented participatory learning (which is similar to connected learning). In a playful participatory learning context, educators surrender some classroom control in order to honor students’ self-directed learning and creativity, embrace technology and digital media even in the absence of personal expertise/mastery, and value process over product – that is, escape the tyranny of perfection (Vartabedian & Felt, 2012, p. 62).

In terms of practical guidelines, I shared the five characteristics of participatory learning (hereafter referred to as the “5 CPLs”). Our research from USC Annenberg Innovation Lab’s PLAY! project and, previously, from Project New Media Literacies, found that rich learning flourishes with the establishment of these values and practices:

The 5 CPLs

● heightened motivation and new forms of engagement through meaningful play and experimentation;
● an integrated learning system where connections between home, school community and world are enabled and encouraged;
● co-learning where educators and students pool their skills and knowledge and share in the tasks of teaching and learning;
● learning that feels relevant to the students’ identities and interests; and
● opportunities for creating and solving problems using a variety of media, tools and practices (Project New Media Literacies 2010; cited in Felt, Vartabedian, Literat & Mehta, 2012)

The following tool might help educators and their students to discern whether and to what extent their learning contexts qualify as participatory. Areas of weakness are simply spaces for development and innovation.

4 C’s of Participation Inventory

  1. How do we provide mechanisms to CREATE?
  2. How do we offer opportunities for media [which can be understood as messages and information] to CIRCULATE across platforms, disciplines and ages?
  3. How do we help learners to COLLABORATE and build upon others’ knowledge?
  4. How do we encourage learners to CONNECT with counterparts and establish productive networks?

(Reilly, Jenkins, Felt & Vartabedian, 2012)

In terms of a sample activity or curriculum, I suggested improv games. Improv establishes a context in which to develop essential and versatile skills, and improv’s respectful implementation helps to co-create a culture in which risk-taking is encouraged, “failure” is acceptable/impossible, collaborating is key, and gift-giving is just how we roll.

I think we’re still figuring out the HOW. But I think that getting down to these brass tacks, discussing practice rather than philosophy, is necessary in order to avoid old habits and move forward.

  • Today vs. tomorrow

A ConnectedLearning.tv community member shared a question via chat. While this query set off our riff about standards, it also inspired my final comment about who we reach out to and how we conceptualize our goals. We would be remiss if we focused exclusively on either today or tomorrow; we must consider both.

Exchanging concrete practice is very today-oriented, extremely here-and-now. The task of identifying standards across one’s teaching is also contemporary. It speaks to what’s currently on the books. For today, let’s do all we can to hack/mod the system, establish standards crosswalks, and connect our ideals with our realities. We can’t abandon today to rhetoric of tomorrow. And, institutionally, we can’t abandon formal education to the potential of informal learning. Our children are in school for many hours every day; I refuse to surrender that time and just invest in the outside. Nothing against the informal! But a formal does exist. Let’s dig in and fix a thing or two NOW.

In terms of tomorrow… We we all know that our educational system is sick. We all know that a lot of renovation is required. So let’s also reach out to the funders, architects, and contractors of that system — in other words, government officials and representatives, school board members, and curriculum developers. Let’s ask them to build school spaces that look less like factories and more like labs, libraries, coffee shops, and meeting rooms. Let’s ask them to write standards that are neither irrelevant nor beyond students’ zone of proximal development nor chained to inappropriate instructional methods. Let’s ask them to offer professional development workshops that model and encourage playful participatory learning.

Let’s work better today. And let’s build a better tomorrow.

I’ve embedded today’s webinar below and welcome the opportunity to continue this conversation on Twitter! Please talk back to me via @laurelfelt and/or hook this up with the communal discussion via #connectedlearning. Thanks again!

Play Ideas

http://judithwesterfield.files.wordpress.com
/2011/01/dscn0392.jpg

Playing with ideas about play!

Proposed reasons why play is rarely used in formal educational settings (not exhaustive):
-trained incapacities (Burke, 1954, p. 7) — play is not even considered when evaluating viable modes of learning because it’s beyond educators’ heuristics of recency, frequency, and normativity;
-rustiness — play as a mode of doing and learning is in disuse (while it is used robustly by young children and early childhood educators, that engagement is negatively related to time (i.e., play decreases as children’s age increases));
-fear — of interacting with the foreign that is play in formal educational settings, of suffering negative consequences from this engagement with play (e.g., punishment for such unconventional practice, discomfort from confusion/lack of expertise therein, loss of face from failure/clunky performance)
-perceived lack of credibility — image of play as less competitive/worthwhile than dour drilling

Proposed benefits of practicing silliness for intrapersonal and interpersonal quality of life:
-stress relief
-endorphin release
-thought loop or “work mode” escape
-social bonding
-creative thinking
-pattern recognition

Proposed characterizations of various terms:
-Agenda-less play = tinkering
-Purposeful play = gaming
-Purposeful play beyond pure entertainment = impact gaming
-Unbounded playfulness = substantive silliness

Proposed characterizations of various practices:
Idle play with ideas = daydreaming
Purposeful play with ideas SHOULD = gaming; but usually…
Purposeful play with ideas = working

How do we make purposeful play with ideas more like gaming?

99 Ways to Tell a Story

http://jaypgreene.com/2012/03/15/ed-week-on-distorted-special-ed-counts/


Inspired by Matt Madden’s exercises in style and tickled by my latest attempt(s) to explain who I am, how I got here, and what it is I do exactly. It’s not distortion so much as perspective… although I suppose one’s perspective determines the magnitude of distortion…

Oy. Academia.

From networking email #4982:

I came to this work via my experiences as an early childhood educator, cross-cultural researcher, improvisational comedian, storyteller, and deep thinker about how to make the world a better place. I’ve concluded that it’s most moral and most efficient to nurture individuals from the beginning of their lives, support their development of wonderfully versatile and inexpressibly important social and emotional skills, and use play as the mode for doing so.

According to the Collaborative for Academic, Social, and Emotional Learning, social and emotional core competencies include self-awareness, self-regulation, social awareness, relationship skills, and responsible decision-making. Self-regulation, which might be called emotional regulation or even executive functioning, is the core competency that is taught LEAST of all these too-little-taught social and emotional skills. This indicates a gap, clearly, and might indicate an incredibly distressing gap, even an emergency, if one considers self-regulation to be THE most important skill of them all… My research and applied work seeks to redress that.

To learn more about me, I invite you to peruse laurelfelt.org. In prose, here is a short(ish) bio:

“Laurel Felt, a fourth-year doctoral candidate at USC’s Annenberg School for Communication & Journalism, is guided by her desire to support children’s healthy development. Accordingly, Laurel has designed numerous research protocols, pedagogical interventions, and professional development experiences to nurture youths’ social and emotional competence, critical thinking, and meaningful communication.

Laurel conceptualizes play as the primary vehicle for this human-centered, learning-oriented work. She is a research assistant with the USC Annenberg Innovation Lab’s PLAY! (Participatory Learning And You!) Project, co-chair of interdisciplinary working group USC Impact Games, and a consultant with play-oriented non-profits Laughter for a Change and GameDesk. In Fall 2012, she will join the USC Joint Education Project, one of the nation’s oldest service-learning organizations, as a curriculum developer and technology consultant.

Laurel’s dissertation will examine Dojo, an impact game created by GameDesk that uses biofeedback to train users (intended for urban adolescent males) in emotional regulation. The project will use a mixed method, experimental + participatory research design to explore intended effects and unexpected outcomes from respectively playing Dojo, engaging with Laurel’s complementary Dojo curriculum, doing both, or doing neither (control group).

Laurel received her B.S. in Education & Social Policy from Northwestern University and M.A. in Child Development from Tufts University. Some organizations that Laurel has worked with include: Nickelodeon; PBSKids Ready to Learn; Hollywood, Health & Society; the BBC World Service Trust; Sénégal’s Réseau African d’Education pour la Santé; India’s Expanding Minds Program; and the U.S. Department of Education. Her research also looks at community development, assessment validity, childhood obesity, and bullying.”

Nature and nurture

http://blog.lib.umn.edu/vanm0049/ psy1001section09spring2012/nature_vs_nurture2.jpg

Science reporting about a few of my favorite subjects: play, affect, and where it all comes from. New Scientist consultant Bob Holmes and co-author Kate Douglas take on the former, while Rachael E. Jack, et. al. take on the latter.

Human nature: Being playful

· 23 April 2012 by Bob Holmes and Kate Douglas
· Magazine issue 2861.
http://www.newscientist.com/article/mg21428610.300-human-nature-being-playful.html

Humans are not nature’s only funsters. All mammals play, as do some birds and a few other animals. But no other species pursues such a wide variety of entertainment or spends so much time enjoying themselves. The list of universals includes such diverse extracurricular pleasures as sports, music, games, joking, hospitality, hairdressing, dancing, art and tickling. What sets us apart is the fact that we play with objects and with language, says Clive Wynne at the University of Florida, Gainesville. We can also go beyond the literal. “What revolutionises human play is imagination,” says Francis Steen at the University of California, Los Angeles.

“We’re a playful species,” says primatologist Frans de Waal at Emory University in Atlanta, Georgia, and we retain our juvenile sense of fun right into adulthood. The only other primate to do that is the bonobo, perhaps as a result of its relaxed social environment. Human society is also relatively relaxed, de Waal notes, because we have moral codes and laws that promote stability. Crucially for the entertainment industry, we will also happily congregate with unrelated individuals, a situation that would leave both chimps and bonobos tearing strips off each other. Then there’s the simple matter of leisure time. In the wild, adult chimps spend around 8 hours a day foraging. Given more free time, they might play more. De Waal points out that captive apes enjoy computer games and watching TV, favouring scenes of sex and violence, but also appreciating slapstick humour.

But is it just opportunity that allows us to indulge our playful side, or do we actually need more entertainment than other animals? Play isn’t simply for fun, notes Marc Bekoff at the University of Colorado, Boulder. He identifies four primary purposes – physical development, cognitive development (“eye/paw coordination” as he calls it), social development and training for the unexpected. Playing is an evolutionary adaptation for learning, agrees Steen. Mammals are born inept but can adapt – playing helps us do that. Noting that human social and physical environments are particularly complex, he sees playing as a sort of simulator that allows us to imagine and try out different scenarios with little risk. “In play we are most fully human,” he says.

Bekoff believes social development is the most important purpose of play for humans, not least because it underpins morality. “Young children will not become properly socialised without it,” he says. For Robin Dunbar at the University of Oxford, playfulness is a mainstay of social cohesion. “Play often involves laughter, which is a very good bonding mechanism,” he says. And physical play – especially coordinated team sports – produces feel-good endorphins (Biology Letters, DOI: 10.1098/rsbl.2009.0670). In addition, sports provide a release for competitive urges, says de Waal. “If people watch others playing, that actually improves their own skills,” adds Steen. Even entertainment for sheer pleasure has benefits. “It’s fun, so it’s really good for mental health,” says Bekoff.

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Facial Expressions: As Much Nurture As Nature?
· April 19, 2012, 11:32 AM ET
· http://blogs.wsj.com/ideas-market/2012/04/19/facial-expressions-as-much-nurture-as-nature/

A new study suggests that East Asians perceive emotion in faces differently from Westerners, casting doubt on the thesis — proposed by Darwin and widely accepted in psychology today — that human facial expressions are largely universal.

Fifteen white European students and fifteen East Asians (young Chinese men and women recently arrived in Europe) were each asked to evaluate nearly 5,000 randomly generated expressions presented by way of 3D computer animation. Half the faces examined were “Western Caucasian,” half East Asian. (While the expressions were randomly generated, they were “natural,” adhering to rules governing how muscles interact.)

Fifteen white European students and 15 East Asians each rated nearly 5,000 randomly generated facial expressions, presented by way of 3-D computer animation; they chose one of six emotions — happiness, surprise, fear, disgust, anger, or sadness (or “don’t know”)—and rated the intensity. Those six emotions have long been thought to be the basic building blocks of human facial communication.

While the Europeans reacted with relative uniformity to the six categories, seemingly confirming their importance as discrete groups, the East Asian students showed far more disagreement, especially where surprise, fear, disgust, and anger were concerned. Reactions to these categories displayed substantial overlap, suggesting that they are not fundamental to the Asian way of “reading” faces. In contrast, muscle movements signifying happiness and sadness were robustly cross-cultural.

Another notable distinction was that East Asians were more likely to interpret early movement of the eyes as early indicators of strong emotion. Anecdotal confirmation for the importance of the eyes to East Asians comes in the form of emoticons: They type happy as ^ . ^ rather than :), and angry as >.<

It is possible, the researchers said, although the thesis was not tested in this study, that there are discrete “Asian” facial expressions that might elude Westerners — ones signifying shame, pride, and guilt, for instance.

The big picture, however, the authors say, is that the data re-open “unique nature-nuture debate across broad fields from evolutionary psychology and social neuroscience to social networking via digital avatars.”

Source: “Facial Expressions of Emotion are Not Culturally Universal,” Rachael E. Jack, Oliver G.B. Garrod, Hui Yu, Roberto Caldara and Philippe G. Schyns, PNAS (April 16 online)

  • Abstract

Edited by James L. McClelland, Stanford University, Stanford, CA, and approved March 19, 2012 (received for review January 5, 2012)

Since Darwin’s seminal works, the universality of facial expressions of emotion has remained one of the longest standing debates in the biological and social sciences. Briefly stated, the universality hypothesis claims that all humans communicate six basic internal emotional states (happy, surprise, fear, disgust, anger, and sad) using the same facial movements by virtue of their biological and evolutionary origins [Susskind JM, et al. (2008) Nat Neurosci 11:843–850]. Here, we refute this assumed universality. Using a unique computer graphics platform that combines generative grammars [Chomsky N (1965) MIT Press, Cambridge, MA] with visual perception, we accessed the mind’s eye of 30 Western and Eastern culture individuals and reconstructed their mental representations of the six basic facial expressions of emotion. Cross-cultural comparisons of the mental representations challenge universality on two separate counts. First, whereas Westerners represent each of the six basic emotions with a distinct set of facial movements common to the group, Easterners do not. Second, Easterners represent emotional intensity with distinctive dynamic eye activity. By refuting the long-standing universality hypothesis, our data highlight the powerful influence of culture on shaping basic behaviors once considered biologically hardwired. Consequently, our data open a unique nature–nurture debate across broad fields from evolutionary psychology and social neuroscience to social networking via digital avatars.

Pecha Kuchas at USC Annenberg Dean’s Forum

On October 14, 2010, USC Annenberg Innovation Lab‘s Project New Media Literacies and other USC entities/individuals presented a series of “blue sky” propositions at the USC Annenberg School for Communication & Journalism Dean’s Forum: Fostering Community for Robert F. Kennedy’s Legacy in Action. Attending representatives from the Los Angeles Unified School District (LAUSD), Robert F. Kennedy Community Schools, and non-profit RFK-Legacy in Action — including LAUSD School Board president Monica Garcia, several RFK Community Schools principals, and Robert F. Kennedy’s son and daughter-in law — pondered how we might spark new forms of teaching and learning while honoring the social justice philosophy that inspired these RFK institutions.

I speak Pecha Kucha-style from 1:04:30-1:08:30. That means that my 12 graphically-oriented slides advance every 20 seconds, whether I’m ready or not, for precisely four minutes. You can see me in the flesh at the beginning and the end — in the middle, you just see my slides. This is the event that paved the way for the next year and a half of PLAY! research. And the rest, as they say, is history…

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