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Learning through play in Higher Education
         Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice

                                                    Life must be
                                                        lived
                                You can                as play.
                            discover more
                            about a person
                             in an hour of
                             play than in a
                                year of
                             conversation.                         No one ever
                                                                   teaches well
                                                                   who wants to
                                                                     teach, or
                                                                   governs well
                                                                   who wants to
                                                                      govern.




http://www.flickr.com/photos/almarams/3902611177/
•   (week 4) Metaliteracy (Tom MacKey and Trudy E. Jacobson) –
    (umbrella term for multiple literacies needed to operate
    effectively in the digital age)                                      context
•   (week 5) Synthesising and Refining Creativity (Alicia Arnold) –
    multi- and cross-culturalism influence creativity

•   (week 6) Creativity drives innovation (Russell Schoen) Foursight
    (TM) Process - Deliberate creative process (Clarify situation ->
    Generate ideas -> Develop solutions -> Implement actions)

•   (week 7) Creative Problem Solving (Stavros Michailidis) Creativity           Chrissi,
    as a risky business, risk tolerance                                         a learner
                                                                           #CMC11 MOOC

•   http://www.cdlprojects.com/cmc11blog/
Who is who
                                                             Frances
                                   Kirsty
                                            Neil   Deaglan
 • Postgraduate                                                        John
                        Fabrizio
   Certificate in
   Academic
   Practice

 • Multi-disciplinary
   programme

 • Teaching                                                            Fiona
   qualification and
   Fellowship of the
   Higher Education
   Academy



www.salford.ac.uk
Where we are
What does
 the university
embody for you?
Prof. Anne Boddington Dean of the Faculty of Arts,
  University of Brighton (UK) defined universities as a
  place and a space to
• sustain conversations
• shape the future of human life
• stimulate innovation
• shape new structures of and for learning
• shape new pedagogies
Learning through play
    at University?
mixed reality games in Higher
                  Education
“The rationale behind the use of alternative reality games is that
the use of problem-based, experiential and collaborative activities
in alternative reality games makes them ideally suited to teaching
in higher education; particularly as they enable players to become
involved in both playing and shaping the narrative as it emerges.”
(Whitton, 2010, 87)


              Dr. Nicola Whitton
              Research Fellow, Education and Social Research
              Institute, Manchester Metropolitan University

              Blog: http://playthinklearn.net/
              Twitter: @nicwhitton
the social meaning of creativity


“human appetite for making things”

(Gauntlett, 2011, p. 61)

          David Gauntlett
          Professor of Media and Communications at
          the Communication and Media Research
          Institute (CAMRI)
          University of Westminster

          http://www.makingisconnecting.org/
mixed-reality game ‘sell your bargains’ to spice up teaching and learning in HE
direct link http://www.flickr.com/photos/chrissinerantzi/6315009414/
Stage 1: Select…
Identify a topic you feel students struggle
to grasp in your subject area…
Stage 2: Invest…
In pairs, what prop could
you purchase to explain
this…
1 hour to pick, purchase
and present…
Stage 3: Surprise…
Digital story: Blog, share,
reflect and demonstrate
your ideas and rationale
to your students and
peers…

What were the surprises?
“It was so much fun I
think I forgot I was
learning, but then      “Ho vinto,
maybe that was the      ho vinto! (I
point!”                 won : )”
It was fun. Working with others from other
   disciplines but finding a lot of common
  ground. It was beneficial to get different
     perspectives of a difficult problem.
 Then coming together to see what others
 had done & their rationale was also really
                     useful.
I found it highly beneficial. I never thought I could exploit our natural
 curiosity to explore and play as a medium to learn; through my active
engagement as a player/learner in the game I realised that I could design
                   this element in my academic modules.

   I have also realised that this is a good way to foster deep rather than
                             superficial learning.

 Furthermore the game was pleasurable and enjoyable, and although it
had a title and quite a rigid structure, it didn't have any extrinsic goals, i.e.
      there was no prescribed learning that ought to have occurred.

Thanks to this freedom, or “gaps” (as said in yesterday’s session), learning
  occurred creatively. Specifically my learning was enhanced by moving
about in a physical space (which could be recreated with a board game in
class through an element of make-believe). I felt that this way of learning
 caters for different kinds of learners and is easily adaptable to how you
         are feeling at that moment in time when learning occurs.

 Finally it really gave me a boost in experimenting with digital interactive
                        tools for learning and teaching.
I really enjoyed the element of having to think 'on
your feet' and develop the ideas as you went along.
It was really interesting working with others from a
 different discipline to myself as this helped me to
see the different perspectives that people can have
on the same topic. I enjoyed the element of taking
  photos/videos and using these to help to tell our
                   story at the end.
issues
•   technologies
•   complexity of tasks
•   task 3: storytelling not clear enough
•   organising
•   supporting
•   not challenging enough (1 player)
ripple effect




“I think I could use it with small groups of students as part of their pbl process to
make it more interesting for them. I think it would encourage them to demonstrate
their learning in a more interesting and challenging way.”


           “I don't think I would chose to use this experience with my students. I feel some of
           the more traditional techniques would offer a better learning experience such as
           Problem Based Learning.”
http://www.guardian.co.uk/society/2011/jan/02/25-predictions-25-years
Questions and
 reflections
BIG thank you to
• Kirsty, Fiona, Frances, Neil, Fabrizio, Deaglan
  and John from the University of Salford

• Carol Yeager from the #CMC11 MOOC

• all webinar participants
the end of #CMC11 and a new beginning!




http://www.flickr.com/photos/mikejonesphoto/2932001534/
Anything else?
References
•   Barrows, H. S. and Tamblyn, R. M. 1980. Problem-based Learning. An Approach to Medical
    Education. New York: Springer.
•   Boud, D, Cohen, R, Sampson, J (2001) Peer Learning in Higher Education: Learning from and with
    each other, London: Kogan.
•   Burnard, Pamela; Craft, Anna; Cremin, Teresa; Duffy, Bernadette; Hanson, Ruth; Keene, Jean;
    Haynes, Lindsay and Burns, Dawn (2006). Documenting ‘possibility thinking’: a journey of
    collaborative enquiry. International Journal of Early Years Education, 14(3), pp. 243–262., available
    at http://oro.open.ac.uk/6546/1/6546.pdf
•   Glynis, C (online) Threshold Concepts: Undergraduate Teaching, Postgraduate Training and
    Professional Development, A short introduction and bibliography, available at
    http://www.ee.ucl.ac.uk/~mflanaga/thresholds.html
•   Meyer, J.H.F. and Land, R. (2003) Threshold concepts and troublesome knowledge: linkages to ways
    of thinking and practising, In: Rust, C. (ed.), Improving Student Learning - Theory and Practice Ten
    Years On. Oxford: Oxford Centre for Staff and Learning Development (OCSLD), pp 412-424.
•   Mezirow, J. Transformative Dimensions of Adult Learning. San Francisco: Jossey-Bass, 1991.
•   Rogers, C. R. (1983). Freedom to Learn for the 80's. Columbus: Merrill.
•   Schön D (1983) The reflective practitioner. Basic Books: New York.
•   Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging Students in Higher
    Education, open and flexible learning series, Oxon: Routledge.
Learning in Higher Education through play
         Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice


                                  PGCAP programme site at
                                http://www.adu.salford.ac.uk/
                                    html/pgcert/intro.html




                                                                         Twitter
                                                                         @pgcap

                                                                         YouTube
contact Chrissi Nerantzi,                                              pgcapsalford
  the game organiser at
c.nerantzi@salford.ac.uk




http://www.flickr.com/photos/almarams/3902611177/

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learning through play in HE

  • 1. Learning through play in Higher Education Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice Life must be lived You can as play. discover more about a person in an hour of play than in a year of conversation. No one ever teaches well who wants to teach, or governs well who wants to govern. http://www.flickr.com/photos/almarams/3902611177/
  • 2. (week 4) Metaliteracy (Tom MacKey and Trudy E. Jacobson) – (umbrella term for multiple literacies needed to operate effectively in the digital age) context • (week 5) Synthesising and Refining Creativity (Alicia Arnold) – multi- and cross-culturalism influence creativity • (week 6) Creativity drives innovation (Russell Schoen) Foursight (TM) Process - Deliberate creative process (Clarify situation -> Generate ideas -> Develop solutions -> Implement actions) • (week 7) Creative Problem Solving (Stavros Michailidis) Creativity Chrissi, as a risky business, risk tolerance a learner #CMC11 MOOC • http://www.cdlprojects.com/cmc11blog/
  • 3. Who is who Frances Kirsty Neil Deaglan • Postgraduate John Fabrizio Certificate in Academic Practice • Multi-disciplinary programme • Teaching Fiona qualification and Fellowship of the Higher Education Academy www.salford.ac.uk
  • 5. What does the university embody for you?
  • 6. Prof. Anne Boddington Dean of the Faculty of Arts, University of Brighton (UK) defined universities as a place and a space to • sustain conversations • shape the future of human life • stimulate innovation • shape new structures of and for learning • shape new pedagogies
  • 7. Learning through play at University?
  • 8. mixed reality games in Higher Education “The rationale behind the use of alternative reality games is that the use of problem-based, experiential and collaborative activities in alternative reality games makes them ideally suited to teaching in higher education; particularly as they enable players to become involved in both playing and shaping the narrative as it emerges.” (Whitton, 2010, 87) Dr. Nicola Whitton Research Fellow, Education and Social Research Institute, Manchester Metropolitan University Blog: http://playthinklearn.net/ Twitter: @nicwhitton
  • 9. the social meaning of creativity “human appetite for making things” (Gauntlett, 2011, p. 61) David Gauntlett Professor of Media and Communications at the Communication and Media Research Institute (CAMRI) University of Westminster http://www.makingisconnecting.org/
  • 10. mixed-reality game ‘sell your bargains’ to spice up teaching and learning in HE direct link http://www.flickr.com/photos/chrissinerantzi/6315009414/
  • 11. Stage 1: Select… Identify a topic you feel students struggle to grasp in your subject area…
  • 12. Stage 2: Invest… In pairs, what prop could you purchase to explain this… 1 hour to pick, purchase and present…
  • 13. Stage 3: Surprise… Digital story: Blog, share, reflect and demonstrate your ideas and rationale to your students and peers… What were the surprises?
  • 14. “It was so much fun I think I forgot I was learning, but then “Ho vinto, maybe that was the ho vinto! (I point!” won : )”
  • 15. It was fun. Working with others from other disciplines but finding a lot of common ground. It was beneficial to get different perspectives of a difficult problem. Then coming together to see what others had done & their rationale was also really useful.
  • 16. I found it highly beneficial. I never thought I could exploit our natural curiosity to explore and play as a medium to learn; through my active engagement as a player/learner in the game I realised that I could design this element in my academic modules. I have also realised that this is a good way to foster deep rather than superficial learning. Furthermore the game was pleasurable and enjoyable, and although it had a title and quite a rigid structure, it didn't have any extrinsic goals, i.e. there was no prescribed learning that ought to have occurred. Thanks to this freedom, or “gaps” (as said in yesterday’s session), learning occurred creatively. Specifically my learning was enhanced by moving about in a physical space (which could be recreated with a board game in class through an element of make-believe). I felt that this way of learning caters for different kinds of learners and is easily adaptable to how you are feeling at that moment in time when learning occurs. Finally it really gave me a boost in experimenting with digital interactive tools for learning and teaching.
  • 17. I really enjoyed the element of having to think 'on your feet' and develop the ideas as you went along. It was really interesting working with others from a different discipline to myself as this helped me to see the different perspectives that people can have on the same topic. I enjoyed the element of taking photos/videos and using these to help to tell our story at the end.
  • 18. issues • technologies • complexity of tasks • task 3: storytelling not clear enough • organising • supporting • not challenging enough (1 player)
  • 19. ripple effect “I think I could use it with small groups of students as part of their pbl process to make it more interesting for them. I think it would encourage them to demonstrate their learning in a more interesting and challenging way.” “I don't think I would chose to use this experience with my students. I feel some of the more traditional techniques would offer a better learning experience such as Problem Based Learning.”
  • 22. BIG thank you to • Kirsty, Fiona, Frances, Neil, Fabrizio, Deaglan and John from the University of Salford • Carol Yeager from the #CMC11 MOOC • all webinar participants
  • 23. the end of #CMC11 and a new beginning! http://www.flickr.com/photos/mikejonesphoto/2932001534/
  • 25. References • Barrows, H. S. and Tamblyn, R. M. 1980. Problem-based Learning. An Approach to Medical Education. New York: Springer. • Boud, D, Cohen, R, Sampson, J (2001) Peer Learning in Higher Education: Learning from and with each other, London: Kogan. • Burnard, Pamela; Craft, Anna; Cremin, Teresa; Duffy, Bernadette; Hanson, Ruth; Keene, Jean; Haynes, Lindsay and Burns, Dawn (2006). Documenting ‘possibility thinking’: a journey of collaborative enquiry. International Journal of Early Years Education, 14(3), pp. 243–262., available at http://oro.open.ac.uk/6546/1/6546.pdf • Glynis, C (online) Threshold Concepts: Undergraduate Teaching, Postgraduate Training and Professional Development, A short introduction and bibliography, available at http://www.ee.ucl.ac.uk/~mflanaga/thresholds.html • Meyer, J.H.F. and Land, R. (2003) Threshold concepts and troublesome knowledge: linkages to ways of thinking and practising, In: Rust, C. (ed.), Improving Student Learning - Theory and Practice Ten Years On. Oxford: Oxford Centre for Staff and Learning Development (OCSLD), pp 412-424. • Mezirow, J. Transformative Dimensions of Adult Learning. San Francisco: Jossey-Bass, 1991. • Rogers, C. R. (1983). Freedom to Learn for the 80's. Columbus: Merrill. • Schön D (1983) The reflective practitioner. Basic Books: New York. • Whitton, N (2010) Learning with Digital Games. A Practical Guide to Engaging Students in Higher Education, open and flexible learning series, Oxon: Routledge.
  • 26. Learning in Higher Education through play Learning and Teaching in Higher Education Module, Postgraduate Certificate in Academic Practice PGCAP programme site at http://www.adu.salford.ac.uk/ html/pgcert/intro.html Twitter @pgcap YouTube contact Chrissi Nerantzi, pgcapsalford the game organiser at c.nerantzi@salford.ac.uk http://www.flickr.com/photos/almarams/3902611177/