What was the most impressive paper to read? Explain what makes you think so.( The paper that impressed me most was Lloyd Riebers paper seriously Consider Play. I liked this paper because the concepts and ideas covered were based upon an overview of learning through play and is a perspective based upon a constructivist point of view. I certainly feel more drawn to the constructivist point of view as I teach using an inquiry based approach to teaching and learning. I also liked this paper because of the overview of Piagets flow theory, I believe that this concept is a very powerful idea that for those of us that have played games (sports) when youre in the game and things are fun the game flows and brings the player along. I also liked this paper because of the concept of a microworld, the idea is to recreate an aspect of a real world on a miniature scale in order to make sense of the world and learn from it. The constructivist approach to learning is a well-documented learning theory, one supported by many years of research and implementation, Rieber states that play is a source of rich and meaningful learning through multimedia learning environments (Rieber 1996). He embeds this concept of play at the beginning of his paper within the constructivist theory by calling it pragmatic constructivism. Rieber states that play is an important mediator for learning and socializing through life (Rieber 1996). The concepts behind constructivism clearly lay in the idea that students can and do learn best when they are provided with a problem or series of problems in which they must solve the challenge. Students are encouraged to do it collaboratively drawing upon various group members to solve aspects where they have a special skill, or understanding. In an inquiry based approach to learning students follow a very similar pattern to those students that play on-line games such as World of Warcraft. This game requires collaboration, team work with people that have specialty skills and they must overcome challenges that cannot be solved individually. Rieber gets it right when he states that the purpose of play is to learn something useful (Rieber 1996). I also liked this paper because Rieber connects play in with Piagets flow theory. I certainly can attest to understanding this concept as a player of athletic sports. I have been in the flow or the zone when playing sports, the outside world fades away, time stops and the mind is singularly focused upon the game. Reiber states that the theory creates a particular state of extreme happiness and satisfaction (Rieber 1996). Often people discuss how exhilarating they felt during an activity, like they are on adrenalin high. Reiber states that this flow is an important 2 T. Dumais EdTech 597
component and a framework for an adults motivation for learning (Rieber 1996). People will go to extreme lengths to get back into the flow and experience the sensations and feelings, we call them adrenaline junkies and YouTube is full of people showing the extremes they will go to get a natural high. Reiber discusses how this desire to get into the flow can be a powerful tool to help people learn, if we as teachers can get students so excited about learning that they get into a zone, great things could be accomplished. By Reiber connecting this flow theory to games is makes it clear that gamification of education could become a very powerful tool to propel mankind to great things. I also liked this paper because of Reibers exploration of the microworld concept. First of all he makes a very simple and easy to understand analogy of a microworld being like a sand box where the child can recreate a small aspect of the world around them. First of all as a young child I remember playing in a pile of sand in the back yard and my brother and I used toys and props to make little towns and roads and we would play cops and robbers and construction people, so the analogy worked for me. Secondly I believe he used this analogy because microworld like Call of Duty (COD) or World of Warcraft (WOW) didnt exist as an example for him at the time of his writing his paper. |Certainly now we can understand the concept of a microworld when we discuss WOW or COD. Reiber discusses in his paper that these microworlds create ideal learning scenarios, he states that there are three main components of these world that facilitate learning. One, learners find the environment intrinsically motivating, that the game itself is fun and the game keeps them coming back. Certainly if you follow any statistics regarding COD or WOW players will spend multiple hours on-line to complete raids or quests. Secondly the player must engage in planning, goal setting monitoring their own success. WOW is all about setting up raiding parties, having the right people and equipment in order to accomplish the task. Thirdly learners must structure the environment to best support their learning. In games like COD or WOW players can only move up levels by completing certain tasks and acquiring skills, the player will struggle if they attempt to accomplish tasks that they have not prepared for. Rieber states that micro world games helps the learner become self- regulated and thus becoming effective learners. (Rieber 1996).
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In conclusion Riebers paper on play and learning covers the core concepts and ideas behind play, he embeds it clearly in constructivist theory and uses examples of the flow theory to show the power of learners being self-regulated and self-motivated and it ensures that students and players become the best they can become.
Reference: Rieber, L (1996). Seriously considering play: Designing interactive learning environments basedon the blending of microworlds, simulations, and games. Education technology research and development, 44 (2), 43-58