Summer Playcaction

Remember the sound of the school bell on the last day of class before summer vacation? That bell combined the thrill of freedom with a sense of accomplishment and spiced with the excitement of summer vacation plans.

Things have changed and summer might look more like catching up on research, teaching a summer section or digging into that long list of overdue household chores. But while you are busy adulting this summer, remember to take some time to find that summer joy you had when you were a kid.

Here’s a list of 10 ideas to turn your professorial summer into a Playcation!

 

 

  1. Dream up 10 playful activities you can implement this fall in your classes, but all of them have to include ping pong balls.
  2. Eat at a restaurant serving a cuisine you have never tried before. If you don’t live close enough to a good option, look up a recipe online and order the ingredients from Amazon.
  3. Take $20 to your nearest dollar store. Buy 20 things and then figure out how to integrate them into a class this fall.
  4. Call an old friend you haven’t talked to in at least a year and see how they are doing. And tell them the dumbest joke you can think of.
  5. Pull out lecture slides for a class you will teach in the coming year. Randomly select 12 slides and no matter what is on the slide, make it more fun. If you get stuck, ask AI for help.
  6. Learn 12 words in a language you don’t know. Then, try and drop them into conversation for the rest of the summer. Vivo ludere!
  7. Make a Spotify playlist for a class. Give it a title like: Songs to Study Chemistry By or Term Paper Blues. Save it and share it with your students next time you teach.
  8. Go to a garage sale, antique store or museum and find something you remember having or enjoying as a kid. Spend a minute remembering everything about that time in your life. Remember being a kid.
  9. Head out your front door with your phone. Keep walking until you have found at least one fun thing and take its picture. It could be a funny sign, an eccentric mailbox or a bunch of people playing basketball. Don’t give up until you find some fun. For a bigger challenge, stay out until you have 10 things, and then post them all on social media!4axx
  10. Come up with a list of silly, wacky, goofy and playful activities you can offer your students for extra credit. Feel free to use this list as a starting point!

Embracing life, loneliness, introversion and games

By Nanditha Krishna

As I approach my 25th birthday this June, I find myself reflecting on my journey through my turbulent teenage years to the even more tumultuous twenties, with an evolving sense of self-awareness. Over the years, as I have started living my twenties, I have begun to walk down the rather ‘deep alleys’ of my formative years, revisiting and exploring the patterns I picked up as a child, in order to understand why I function today the way I do and how they shape my present self. It’s quite interesting, because the corpus of data one has of childhood memories is not really extensive, leaving one to make sense of whatever little memory exists.

One intriguing realisation that I have come to terms with is my complete lack of childhood friendships, with very few or no memories of companionship with kids my age, simply due to their absence. However, on the brighter side, I also vividly recall moments of joy that I experienced during all those times when my family would gift me toys and puzzles to play with. I would spend countless hours crafting stories, immersed in my own little world playing with these imaginary characters I had created in my head. While the world saw me engrossed with my toys—jigsaw puzzles, trains, doctor play sets, building blocks and LEGO sets (plus countless other play sets)—to me, I was deeply engaged in storytelling, worldbuilding, designing narratives, and weaving tales with my toys. I neither craved nor felt the need for friends; my solitary play was fulfilling enough for me to stay in my shell. Another distinct memory that strikes a chord with me is that of my parents once taking me to a kids’ park, hoping that this attempt of theirs would make me socialise with other children. Their efforts did prove very futile, and I would always swiftly retreat back to my own world upon returning home. Despite my parents’ attempts to encourage social interaction, my aversion to forced socialisation reinforced my preference for solitary play. In hindsight, I now recognize this tendency as introversion.

As I grew up into my early teens, my passion for video games only intensified—Counter-Strike, Mount & Blade, Hitman, GTA, Need for Speed, Road Rash, Rollcage, historical narratives in Age of Empires, Diablo, SWAT, and other gamified narratives; you name it, I played it all. My fascination with narratives deepened as I grew up and matured, intensifying my further immersion into interesting stories. I would eagerly collect video game CDs from my extended family whenever we visited our hometown during vacations. Unfortunately, it was also during this period that societal pressures convinced me that it was time to become ‘serious’, prioritising ‘seriousness’ over playfulness. In retrospect, I realised the world held me back, urging me to suppress my playful self in favour of a more serious demeanour and outlook on life. Looking back, I strongly believe that I lost a significant part of myself to this misguided notion of viewing games with negative connotations, rather than seeing them as interesting pastimes and a natural part of life. This misconception led me to forsake gaming and focus solely on the demands of life, causing me to lose a significant part of myself.

Cut to my 20s now. As I transitioned from my teenage years to my early 20s, what earlier seemed to me like loosely connected abstract events in the last five years now make so much more sense to me. I interned at the Empathic Computing Laboratory, an academic research laboratory at the University of South Australia in Adelaide, Australia and the University of Auckland in New Zealand, where I assisted PhD students with empathic interactional and conversational design in a context-aware empathic virtual reality (VR) photography environment. Additionally, I interned at The Verse, a startup focusing on games and well-being, where I contributed to worldbuilding, narrative design, and community development initiatives. I also freelanced with Playwell Bricks Design Studio providing creative editing support. Furthermore, I served as one of the editors of Media, Arts, and Design (MAD) Anthology-II: MAD Pandemic: Stories of Change and Continuity published in association with the Center for Applied Game Studies at the University for Continuing Education Krems, Austria. It has taken me a while to connect the dots and realise that the common thread linking these instances is, in fact, games. Today, I find it heartening and encouraging that despite conforming to societal norms that emphasise cultivating ‘seriousness’ for a period and losing some years to them, I have not entirely lost my passion for games.

As I now learn to let go of the ‘seriousness’ I previously embraced in life due to social pressures and re-embrace my lost playfulness, I am also consciously unlearning, relearning, and reframing the notion that being playful is not a trait inherent only in children but meant for everybody, regardless of age. I am learning that there is something deeply creative and fulfilling about immersing yourself in games, stepping into the shoes of characters, and, above all, being introverted with a deep passion for games.

Of course, I have carried a sense of solitariness with me from my childhood and teenage years into my early adulthood. However, I am also aware that correlation doesn’t imply causation. In my 25 years of existence, I have realised that while gaming was NEVER the reason for my limited social skills, it did help me a lot in coping with the growing pains of life and the intense loneliness I have experienced over time. In fact, playing games helped me feel a lot less alone. In short, books, stories, art, music, films, and games have been constant presences in my life and indeed helped me unleash my imagination. I have come to believe that introversion and gaming can truly be a highly creative combination.

Learning social skills still remains a challenge, but a great deal of happiness comes from relearning and knowing that it’s okay to be into games, and it doesn’t have to hinder my ability to form connections with people. Instead, it can be a topic of great conversations. Especially knowing myself all too well—that I usually bond through activities with people, and that games could be one of them too. As I also find my way through figuring out failed friendships, forming and sustaining meaningful connections and friendships in my early 20s, figuring out how to retain my highly sensitive, introverted self in this world, it helps to recall that I was okay as a kid and a teen, in my own little world, and that I will be okay as an adult too, no matter how hard adulting right now seems to be.

 

Nanditha Krishna
Integrated Masters (M.A) English Language and Literature (2019-2024)
https://nandithakrishna.home.blog/
Amrita Vishwa Vidyapeetham
Amritapuri, India

When Play Fails

In my university library you will find a checkerboard table in a comfortable seating section, right next to a kiosk that sells teriyaki and sushi. During the academic year this area is busy with students grabbing cups of coffee, sharing lunch with friends, taking breaks between classes and simply studying. What you won’t find is anyone playing chess or checkers on this table.

Even though someone at some point ordered this table and must have imagined students taking a moment out of their busy day to have fun, day after-day, the table sits playless.

While a noble attempt to create an inviting and playful space for its patrons, the table clearly misses he mark. You could say that maybe the library needs to leave out chess pieces or provide game-oriented programming. You can imagine a chess contest or some sort of activity to bring the table to life. It’s easy to image ways to activate the playless table. Or maybe there is something else wrong. Maybe this table is exactly what it is: A kind of virtue signaling we might as well call  “play signaling”. That is, here is an exampe of an effort to suggest play, but never really commit to it.

Surprisingly, sometimes a little play isn’t better than no play at all. Sometimes a little play is a reminder that play can be an afterthought or merely a gesture on the margin. An empty play table doesn’t invite participation, rather, it sits as a monument to performative efforts to look playful. To quote the great cultural commentator Taylor Swift: “Band-Aids don’t fix bulletholes.” And checkerboard patterns don’t inspire play.

Beating up a poor university space planner on their choice of table top pattern might seem like a lot about too little. And, it is. But it’s also a metaphor for what we face in our own classrooms. For example, an ice breaker on the first class of the term signals play.  But never inviting play back into the lesson plan or the lecture for the rest of the term suggests an anti-play stance. “Yes, I know that play in this class would be fun. That’s why we did it in the first day of class. But I refuse to keep playing for reasons I will never explain.”

We reduce the value we place on play when we teach an overly serious and formal classroom and then surprise the students with a plate of cookies on the last day of class, when we finally show a funny You Tube clip to explain a complex concept or simply march through a tired and boring to lecture in a pair of colorful sneakers or wearing a wacky tie.

See what I mean? 

Increasingly, Lisa and I talk about play as a sort of transformation. Rather than see play in the frame of techniques you can use to raise the classroom clatter for a moment, we see play as a way of thinking about the complexity of life, about the apparent drudgery of academic achievement and the world itself. In our vision, when reality looks playful, every table holds the potential for games, every lecture a chance to play with ideas and every class a potential moment to ignite laughter and learning. And while we recognize that any measure of playful effort helps, the transformative power of play erupts from a continuous and repeated playful commitment. If we really believe in the power of play in our teaching then we can need to trust play and trust the process that ensues by letting play provide the foundation of our approach and not merely as an additive sprinkled on at the end.

 Our advice: Don’t be a lonely checkerboard table in the library. Be a full-on carnival of knowledge and playful pedagogy. We dare you.

Visuals, Themes, and Bitmojis, Oh My!

I heart online learing

 

 

by Peggy Holzweiss, PhD

I have a confession to make.

I love teaching fully asynchronous, online courses.

You may wonder how anyone could love teaching online courses. After all, it can be difficult to engage students through a computer screen. Learning alone. Staring at a plain pixeled display for hours. Performing the same assignments in every course (Discussion, paper, test. Rinse. Repeat.). Students frequently choose online learning for its convenience, not because they think it will be fun. Unfortunately, they are often right.

Now I will share a secret.

Online learning can be fun and engaging because play works in the virtual space. And online students appreciate ANY attempt to liven up a digital classroom. Their engagement increases when play is introduced, just like in-person students.

There are a variety of ways to be playful in an online course – and they often don’t require a lot of time or effort.

Consider these Eight Strategies for Online Play:

1. Be Visual
Add color, images, and fun fonts to course documents. If you are short on time or creativity, use templates provided by Microsoft Word or Canva. You can even use new Artificial Intelligence (AI) tools like Canva’s Magic Studio to create unique images for the documents. Just describe the image you want and let AI design some options. If you don’t like any of them, update your prompt and try again.

2. Try a Theme

Choose a course theme and align visuals, assignment names, slide decks, and other course materials. As an example, I chose a “Willy Wonka” theme for one course. Candy images appeared in the syllabus and all assignment instructions. Assignments received candy-related names, and lecture videos used free slide decks found on sites like SlidesMania and Slides Carnival.

3. Insert Your Bitmoji

Increase instructor presence by inserting a cartoon image of yourself (Bitmoji) throughout the course (i.e., course materials, modules, announcements, etc.). It is a playful way of reminding students you are always around. If you don’t have a bitmoji, create one through the free Bitmoji website. Simply establish your account and follow instructions. Once it is created, you will see a variety of “stickers” using your bitmoji likeness in different settings and poses. Find the ones you like, download them, and use them like any other image.

4. Inject Humor

Invite regular smiles by posting a “funny of the week.” The internet is filled with puns, jokes, images, and videos about the course topic or course theme. You can even let AI (i.e., ChatGPT, Bard) do some of the work by asking it to generate jokes on a desired topic. You can also share “class breaks” by posting something random like one of my favorite videos.

5. Offer Choices

Consider offering different options for course activities and let students choose which one(s) to perform. For instance, if you teach an intro chemistry course, assignment choices could include taking pictures of chemistry in action in daily life (plus narratives about the pictures), interviewing someone who works in a medical lab, sharing a biography of a specific chemist using an infographic format, or creating an instructional video about how chemistry is used in the fashion industry. Make it more impactful with a follow-up assignment where students review or reflect on each other’s projects.

6. Incentivize Play

Busy, online students will choose to play if tasks are short, easy to perform, and have some benefit such as extra credit or useful prizes (free quiz question, one-day assignment extension, etc.). You could use one-time tasks at different points in the course or offer an ongoing opportunity that invites students to play throughout the course. For example, I created a weekly virtual escape room (learn how to create your own on Google Slides) containing a link to a useful course resource, a funny image, and an image with a number. Students used the numbers to answer an extra credit math question at the end of the course. Any student who participated received at least a small amount of extra credit. Students with correct responses received more extra credit.

7. Play Hide and Seek

Hide things for students to find such as funny memes or videos, prizes such as a free quiz question or one-day assignment extension, or icebreaker questions students can answer about themselves. For one course, I hid the same theme-based image every week. It appeared in readings, assignment instructions, submission areas, and even popped up randomly in modules for a few days in the middle of a week. The first student to report the image location each week accumulated points towards extra credit at the end of the course. Students mentioned this little game as one of their favorite parts of the course.

8.Build Community

Build the course community by being intentional about how students interact. One of my favorite online tools is Padlet, a collaborative board where everyone can share images, websites, videos, etc. I use a Padlet board as a community space for students to introduce themselves, share where they found hidden items, answer extra credit questions, and so on. The board mimics what students do on social media and come with embed codes so they can be placed within an online course.

Check out an interactive poster with examples from my own courses then choose a strategy to implement in your online course!

___

Peggy Holzweiss, PhD
Associate Professor Department of Educational Leadership
Sam Houston State University
pholzweiss@shsu.edu

Big Message / Small Package

 A  Only Kids and Play Can Save the World book coverBig ideas don’t always need a fancy package.

While higher education loves to present complex concepts in equally complex and detailed packages, sometimes getting the point across requires a bit of simplification to get to the heart of the matter.  

Think about Green Eggs and Ham, Star-Bellied Sneetches and The Lorax. Dr. Suess never compromised on wonder and whimsy when delivering important messages about expanding your horizons, racism and environmentalism.

That’s the approach Lisa has taken with her new children’s book Only Kids and Play Can Save the World. This fun and charming tale finds twins TJ and Maddie realizing something is wrong with their parents. The glazed eyes, the dull routines. Mom and dad’s spark is missing. It doesn’t take them long to diagnose the issue and the solution. Grown-ups need more play!

With colorful images by Sarah Iverson and Lisa’s bouncing prose, this book works as well as a joyful read for kids as it does as a parable for stressed out, glazed-eye grownups.  The story drives to its point as the twin, not content to let evil powers control the world, mastermind a way to win the world back over to play and light the way for the rest of us. A fable and a blueprint.

How do you get people to play more and honor the benefits of play? Let’s add a pointed kids’ book to the list of tools we have to embrace and share the power of play.

2023 Reflections

You know those lists that people use to try and sum up something as big and unmanageable as an entire year? Yup! This is one of those. For us, we think of this as a playful exercise in reflection. After another year diving deeper into playful pedagogy, we reflected on what we learned, what surprised us, and what inspired us. Here’s our list, we’d love it if you would share yours too:

  1. There are more professors playing than we ever expected.

    Every week new professors join our listserv. Right now we have 856 members on that list and have seen 7400 downloads of the Playbook! We regularly hear about new creative and playful approaches to teaching. We meet new professors in our home institutions and receive emails from teachers from all over the world reaching out to connect about play. Each time we hear from someone using playful pedagogy, it lights us up and encourages us to continue to support the far flung (dare we say rebellious) network of playful professors and to recruit even more.

  2. Students will surprise you.

    Last summer, I was teaching a synchronous online course and I started each session with a playful connection-former activity. It was hard to tell for sure, but the students seemed to enjoy them enough. At least no one ever complained. So, I kept doing them. Then, in the middle of the term, I jumped right into the content and forgot to include play at the start of the class. One student interrupted me to ask: “Where is our ice breaker?” Even though I was sure they were just playing along, the truth was: They wanted their play!

  3. Students will surprise you, part II.

    Lisa told me a story about one of her classes where the students decided to bring their own play to the classroom. One group of students took it upon themselves to sign up to lead a playful icebreaker each week. Another class decided to have a hippie-style ritual on the last night of class where all the students and Lisa sat on the floor on a hippie blanket (that a student brought) and played a card game that had each person reflect on their experience in the class and experience of each other. It brought many students to tears. And Lisa had nothing to do with those playful, unexpected moments. Those were all student inspired and created.

  4. Playing is hard work.

    Teaching playfully takes a lot of effort but the creative time spent making teaching more fun is rich and rewarding. But the level of effort it takes to be a playful professor also reminds us that teaching is much more rewarding when we put our heart into it. Every time I decide to rewrite a class to make it more playful, I have that moment where I realize, “I don’t have to do this.” Yet, every semester I teach my more playful class verison, I feel deep satisfaction and connection with my students because I did.

  5. The “play world” is vast.

    Planning the 2024 Playposium has reminded us how big the play world is. While we worked hard to recruit Stuart Brown and Gary Ware to speak at the event, we have been overwhelmed by the unsolicited emails from folks outside the bounds of higher education who are interested in also participating in the event. We simply don’t have enough room to include them all. Guess that means we have already started planning the 2025 Playposium! In our planning, we have met experts of adult play, of play at work, play in K-12, and beyond. While we continue to work towards our mission to induce a playful transformation of the academy, it’s nice to know the movement is bigger and more inclusive than our colleges and universities.

  6. People love stickers.

    Ok. Maybe this shouldn’t surprise us but we’ve given out a lot of stickers this year and people get really excited. From students to fellow professors and senior administrators, at workshops and in book talks – people are diggin’ our sticker game. Who would have thought so many people share our love of stickers?

  7. Change is hard.

    Play is awesome and the benefits are clear but sadly, sharing that aspect is not enough to get people to become more playful. Call us naïve, but when we started sharing our experience with play, we thought the hard cold facts and excitement alone would be enough to get people playing. This year was a bit of a wake up call as we realized that change is hard and there are some deeper, systemic barriers. It takes awareness and deliberate effort. We find ourselves more likely to focus on how to help people change to become more playful than on why they should.

  8. Our students need play now more than ever.

    You’ve probably seen it in your classrooms, we know we’ve seen it in ours. Students are generally not well. It’s notable enough that it makes the news. Our students are struggling. Covid took its toll. The divisive political environment creates scarcity and hopelessness. A gloomy economic outlook saps the enthusiasm for life so learning can’t be a priority. With the external pressures on students’ well-being increasing, the need to light that inner fire–that love of learning and the optimism about changing the world–brings play to the forefront. Play can’t fix the world but it can inspire a new generation of students to trust the people around them, to develop a flexibility of mind and behavior, and inspire optimism that the world needs.

  9. We need play more than ever.

    It’s not just our students who are struggling either. We are tired, burned out and stressed. We can’t lead a class of future change makers if we have to drag ourselves into our classrooms each day. We need to reignite our love of teaching. Play is a pathway to recovering joy and wholeness. Playing with our curriculum, our courses and our assignments brings a spark back to lesson planning. Playing alongside our students rekindles the connection that makes teaching the job we originally fell in love with.

  10. Play is elusive.

    Even though play remains this elemental form of life, it also remains as slippery as a fish. We get reminded all the time that you use it or lose it. You keep track of play or it slips out of sight. Play requires us to stay mindful, intentional, and practice it like a religion or workout program. When it comes to teaching, play is naturally intriguing but also foreign. It’s up to us to invoke, feed, and stay in the dance with play. Otherwise, the spirit of play will dart off to those willing to tumble with it and experience its joy.

 

Have A Wonderful and Most Playful 2024!

What is Play? An Answer

What is play? It’s an easy question without an easy answer. 

To try and get to the bottom of that question, and to provide a rationale why it’s an important question to ask, Professors at Play co-founder Lisa Forbes empaneled a group of experts to try and find some answers.

Her initial publication based on her Delphi study with these experts was recently published in the Journal of Play in Adulthood. Not only is this study important in pushing forward our understanding of play and the need to grapple with definitions. It also leaps into new research territory by presenting its findings, playfully as a poem. Check it out! And if you get bored with the meticulous academic prose, skip to the poem. It’s, well, amazing.

enting its findings, playfully as a poem. Check it out! And if you get bored with the meticulous academic prose, skip tothe poem. It’s, well, amazing.

Using a Story Shell to Achieve Whole Course Play

by Peggy Holzweiss, PhD

My journey into whole course play began when I heard Roberto Corrada discuss his Jurassic Park simulation during the 2021 Playposium. I loved the idea of students joining a fictitious world, tapping into their creativity, and learning real-world content simultaneously. Inspired, I experimented with a spring 2022 course to see if I could create a fully playful course.

For context, I teach in a fully asynchronous masters program for higher education administration. The students are older and mostly employed full-time on college campuses. The course in question is focused on higher education finance. Students are often fearful of taking the course, so I created a lengthy course project to ease them into budgeting. The project involves small teams creating a college office (i.e., mission, goals, purpose, activities), developing a budget for the office, and adjusting the budget in different ways. Because the project has been perfected for more than a decade and students enjoy it, the focus became designing a story “shell” around the project then incorporating other class activities into the story.

Like Corrada, I turned to popular culture for inspiration. The wizarding world seemed like a good fit since the Harry Potter setting is a wizard school. Yet, I could not invite my older, already employed students to go back to high school. I needed a college setting to replicate their professional experiences. With no wizard college mentioned in the Harry Potter franchise, I decided to create my own college and invite my students to become “staff.” This approach allowed me to borrow from the well-established wizarding world while still introducing new stories that fit course goals.

I started with a name (“Picquery College”), which was inspired by a minor character in the first Fantastic Beasts film. I also created a brief history for the college and an overview of the current campus demographics and academic majors. To better connect with my students’ real-world experiences, the story shell focused on the college’s ongoing struggles with enrollment and retention. The course project became the avenue through which they would address these challenges.

I created a variety of course activities to achieve an immersive learning environment. For example, on the first day of class, students received a digital parchment letter like the one sent to new students in Harry Potter. The letter welcomed students to college, explained why they had been “hired,” and how they would help the college meet its new goals through the “Engaging Picquery” initiative (i.e., the course project). The letter then directed students to a “staff orientation” activity which shared more details about the course. The orientation concluded with a digital escape room prompting students to look for a code which unlocked the first course module. When they successfully unlocked the module, they earned a “Magic Code” prize allowing them extra points or a one-day extension on any assignment.

A “sorting ceremony,” featuring a free online spinning wheel and recorded via screencast, randomly placed students into college “houses” (teams). Each house had a mythical beast mascot (i.e., House of Sphinx, House of Hydra) and a crest depicting the beast. The crests were shared with each team for their use throughout the course.

An optional House Cup competition provided opportunities for extra credit and building team camaraderie. Students could complete short weekly tasks for House points including finding a hidden character in the course materials (“Pickett Pursuit”), answering Harry Potter trivia questions, inserting a designated magical word into a discussion board comment, and brainstorming ideas for a magical college community such as what fast food restaurants the wizard students would visit, what snacks they would eat, etc. The project included additional point opportunities and a weekly leaderboard kept track of team standings.

Other course activities contributed to the playful environment. For instance, a header image in the learning management system and renamed navigation folders (i.e., “email” became “owl post”) reflected the magical theme. A weekly newsletter template shared course reminders as well as an inspirational quote, a funny cartoon about magic, and opportunities to earn House Cup points that week. An embedded Padlet board served as the “common room” where students could share ideas, ask questions, and complete some House Cup activities. Finally, video lectures used slide decks with magical imagery. For students unfamiliar with the wizarding world, a separate resource folder offered term definitions, links to the movie preview videos, and links to fandom websites.

In a final reflection activity for the course, many students used the word “fun” or other similar phrases to describe their learning experience. The comments also reflected strong peer engagement and appreciation for the creative and/or competitive opportunities:

  • I was most excited about scoring House of Ent points because I could be creative, competitive and earn extra credit.
  • The fun aspects and hands-on approach of the Engaging Picquery project definitely made this class one of, if not, my favorite courses I’ve taken throughout the program.
  • Being able to create a new office, team, and budget was truly exciting and interesting to do.
  • Pickett Pursuit!! This activity made me excited to open up Blackboard every Monday. Although it was not directly related to the course content, it was a good way for me to get a glance at what to expect from the week in this class, while also having a bit of fun in the process!
  • I enjoyed the creativity we got to express this semester. Being able to develop your own office for Piquery College and learning what goes into the operations of such an office was really fun and engaging.
  • I absolutely loved working with my group and made the overall class experience more enjoyable.

The team competition offered a quantitative opportunity to assess student engagement. Most activities offered a low number of team points (3 to 10) while the embedded project activities awarded more (up to 50 points). A total of 703 points were possible during the 14-week competition. Teams earning at least 30 points were eligible for extra credit, with the top 3 teams receiving additional credit. All teams reached the 30-point minimum in the 3rd week, with final team standings ranging from 214 to 512 points. Individual engagement varied, with some students performing many activities while others participated as they had time or felt comfortable. Individual point totals ranged from 2 to 233, with an average of 110 – indicating sustained engagement for most of the students.

The experiment was so successful that I have since adapted all my online courses to the whole course play approach. While none meet the same ambition of the original course, they all incorporate a playful course theme and an invitation to engage in different ways throughout the term. These busy, adult students express appreciation for the approach and regularly demonstrate that they are willing and ready to play when given the opportunity.

Peggy Holzweiss, PhD
Associate Professor
Department of Educational Leadership
Sam Houston State University
pholzweiss@shsu.edu

Playing with Cards

I’m sure like many people my first introduction to card games was playing Snap as a child (or if you
were posher Happy Families) and progressing from their into more sophisticated games such
Cribbage or (Gin) Rummy. Finally, I found myself learning the rules of Bridge, though I didn’t have
three friends, so opportunities to play were somewhat limited. However, once I had children of my
own I discovered the delights of other card games such as Uno and then deck building games, like
Pokemon. As an adult who still enjoys all manner of games, I was also introduced to Hero Realms
and Gloom. I recognise that card games can involve a degree of skill, they’re very engaging, they
provide a high degree of flexibility and in fact cards can be used in a variety of different way.

I once attended a session that started with an ice breaker that involved a table filled with postcards.
We were asked to select a card that had some meaning for us and then talk to the rest of the group
about the card. People are often happier about talking about themselves indirectly in this way and it
can feel less scary. So now I use cards from a game called Dixit for exactly the same activity. Single
cards like this can also be sued for flash activities, for example helping students to recognise various
parts of the body.

Single idea cards can also be put together to create new ideas. For example, an activity I have
participated in asked people to select a card from one of three piles, each pile related to a different
idea: character, location and object. From these we were then asked to create a story, which is a
creative exercise I use with final year advertising students. You can also have single idea cards that
can be used together, for example asking students to match slogans with logos or perhaps
symptoms with a medical condition.

Cards can have related ideas that can be grouped, for example I have a set of cards to help illustrate
a PEST analysis (political, economic, social and technological). Students work in groups to decide
which category to put each card in and then debate with other groups where there is disagreement.
Once grouped they could then be ranked or ordered. For instance, the elements of Bloom’s
taxonomy or Maslow’s hierarchy of needs could be on individual cards and students asked to put
them in the recognised levels. Or, you might have the characteristics of a good manager (or any
other position/title) and then be asked to decide which is the most to least important.

You can also ask students to generate their own ideas, since you can buy blank cards that can be
written on with non-permanent markers. For example, getting them to identify the steps in putting a
dissertation together and then putting these in order, perhaps with links and actions, like in a flow
chart. I’ve been involved in doing this myself when designing a lean system for the student journey
using continuous improvement cards. It can be used to describe other patterns as well, just as in the
game dominoes or Carcassonne (though these might be traditionally thought of as tile games).

Then there is collecting cards, which is closer to the idea of a traditional card game. In the summer of
2022 I created a board game where students had to collect the relevant cards from the marketing
mix (price, product, place and promotion) in order to be able to create a business. Much like the
game Settlers of Catan that requires players to collect resources in order to build settlements or
cities. This year I created a deck building game, where players collect businesses and use actions
based on a SWOT (strengths, weaknesses, opportunities and threats) to affect share prices and
ultimately win the game.

In each of these cases the objective is to help students learn, but in a way that is fun, interesting,
engaging and memorable.

Roger Saunders (he/him) BA (Hons) MLing DipM PGCert SFHEA CMBE
University Teacher Fellow
Associate Professor (Teaching, Learning & Scholarship)
Module Leader in Marketing & Advertising
Leicester Castle Business School, De Montfort University
Reviewer: International Journal of Management Education
https://lisforlecturer.wixsite.com/website
https://podcasters.spotify.com/pod/show/landtchatshow

@RogerLecturer

Playposium 20224

After much planning, we are happy to announce our third Professors of Play Playposium. Since we started Professors at Play it’s been our dream to bring people together face-to-face, in person to play and plan and produce the ideas that will help transform higher education. The stars have aligned and with the help of Arizona State University’s Shaping EDU team, we are happy to say that dream is coming true.

You can find all details and register on the Playposium 2024 site. 

What is most exciting to us right now is how important this event is to the Professors at Play mission. When we started the group listserv in June of 2020, we just wanted to stay in touch with what, at the time, we thought were the handful of play-oriented professors interested in what we were interested in. We quickly discovered that we were far from alone. And as the group exploded, we set about to organize the community into a form where we could find each other and start learning as much as we could from our global community. That lead to a pair of virtual Playposiums and the Professors at Play Playbook. And while we couldn’t be more proud of what we have all accomplished together, we know it’s only a start.

Higher Ed faces some strong head winds: Increasing cost, public opinion of education in decline, mental health issues on the rise, mission creep and increasing questions about the value of a formal degree from the academy, to pick some of the big issues. But where others see issues, we see opportunity. It’s a mess to be sure. But we think that play has a place in finding the soul of higher education, helping reform how we teach and howstudents learn. Thorugh play we believe we can demonstrate, once and for all, that higher education is about positive personal transformation.

Seem like a pipe dream?

Remember, a few of years ago Professors at Play was nothing more than a mail list with 6 people on it. Today we are almost 800 strong and growing every day. We are a vibrant and connected community that brings play to our classrooms, our learning designs and our departments on a regular basis. This coming February, a bunch of us are going to get together in LA to have a blast and make plans to change our institutions for the better. If we can make it this far in a little over 3 years, think what we can do in the next 10. We hope you are dreaming big, because we are too.

We hope to get to play with you at Playposium 2024!

David & Lisa
Professors at Play

Where have you been?

Professors at Play PlayBookOh hello. Been a while. What have we been up to at the Profs at Play Headquarters? Like you, dealing with post-Covid, getting back to normal, adjusting to the new normal, trying to pretend the past few years did happen. In short, recovering. Rebuilding. And also, finishing the Professors at Play PlayBook. We are beyond excited to share this resrouce with the community. And with that done, now we get back to work–the Playvolution never rests!

Finding Fun

We spend a lot of time talking to faculty about their playful techniques as well as coming up with our own. But sometimes you just look outside the classroom and find all kinds of play you can borrow! I was talking to a colleuge the other day about something fun to do in a workshop for a few people. And I remember this funny game and app created by the fellows in the band OK Go. It’s nothing more than two people tryiung to come up with the same word at the same time. Funny. Fun. Playful. Check it out: https://okgo.net/2013/05/09/say-the-same-thing/

Online Fun!

We’ve been busy finalizing the Professors at Play Playbook. But we did take a moment to put some of our playful techniques to use in presentation for the E learning Costorium of Colorado’s annual conference: That Was Fun! Online Edition.

Watch a recording here: https://www.youtube.com/watch?v=o8MRP5yL7gY

A Manifesto for a Different Kind of Education

by Lisa K. Forbes

Someone recently asked me: “What makes you a different kind of learner?” Upon reflection, I told them that I am a different kind of learner because I am a neurodiverse and disabled learner. As a student, I struggled throughout my schooling. I experienced a rigid education system that valued only certain forms of intelligence and this led me to believe I wasn’t smart, nor that I could achieve. But, what makes me a disabled learner also makes me an effective professor. My educational journey instilled a desire to provide a different kind of learning experience for all students, not just those who, like me, feel devalued by education. It turns out, my experience as a disabled learner is one of my greatest assets, and is something that now informs my approach as an educator.

Because my history as a learner was something that gave me stomach aches, I always begin with the intention of making my class enjoyable. I believe the learning environment is most effective when students are provided opportunities to become engaged, encouraged to be passionate, and believe they are a valuable member of the learning community. I have always been interested in getting people connected, engaged, and co-creating knowledge. I want all the humans in the classroom to be invested in the learning process – not just the “knowledgeable instructor” instilling wisdom into passive and empty vessels. To be sure, I have content expertise in my discipline that needs to be taught, but I believe every student in the classroom, through their own lived experience, is also a content expert. And, when given an opportunity to share, each student can become a teacher to the rest of us. 

Knowing how a rigid schooling system impacted me, I approach my own teaching with a desire to find a better way to teach and to make learning an empowering endeavor. This mindset led me to explore how the idea of play can be incorporated into the learning process. A playful pedagogy is often dismissed because the term “play” is typically associated with small children. Common misperceptions of play are that it’s trivial, childish, and having no place in academia. But research dispels these beliefs and it turns out that play is an effective strategy for many facets of adult life, including learning. Knowing this, I incorporate play into my teaching in several ways:

Play as a mindset and a way of being. Embodying playfulness is about finding congruence within myself, being genuine, and simply not taking myself so seriously. For me to be playful, I must also be authentic and vulnerable. Coming out from behind my pedagogical theories and teaching tools and showing up as a human, is perhaps one of the most vital aspects of my teaching – one that creates connection, trust, and belonging. I cannot ask my students to be vulnerable (i.e., try something new, be creative, risk making a mistake, be open, etc.) unless I am also willing to model those things.

My discipline is mental health counseling and in my field, it is understood that the therapeutic relationship is the most important and powerful factor to effective therapy. That is, the strength of the therapeutic alliance largely determines the quality of the counseling experience for the client. It is through the relationship that the therapeutic theories and interventions come alive. In the classroom I see the same importance in the student-faculty relationship because from the safety of those relationships, students are freer to openly communicate, take risks, make mistakes, and engage in the learning process. The stronger the teacher-student relationship, the more robust the investment into the learning process. The exact ingredients necessary to instill intrinsically motivated learners. When I embody a spirit of playfulness, I increase my ability to establish a strong relationship with my students.

Play as an activity. Play by its nature is hands-on and interactive leading to authentic engagement and opportunities to think critically. Play in adult education is generally unexpected, so it generates excitement, surprise, and novelty. Play activities create a dynamic classroom where students are pushed beyond their comfort zones and encouraged to think about concepts differently. Generally in higher education, students experience a series of Powerpoint lectures, typical small group discussions, and occasionally other interventions such as video demonstrations. However, small, playful adjustments to commonly used activities can invigorate a classroom. Instead of distributing a simple handout and a lecture of what it is and why it’s useful, I can create a blank outline of the handout and design a game with teams, a timer, and a prize to make the content come alive leading to critical thinking, more engaged students, and more memorable learning. Instead of a typical case study, commonly used in counseling training programs, play helps me create a more dynamic type of case study involving a client that is a giraffe. I begin by reading the children’s book Giraffes Can’t Dance (a story of Gerald the giraffe that is different and gets made fun of and experiences sadness and low self-esteem). After the story, I give the students Gerald the giraffe’s client profile that I have constructed from real facts about giraffes, turning the facts into presenting problems requiring counseling services. Not only is this more fun and novel but also by making the client an animal, it removes a certain level of pressure from the student to “get it right.” Because no one has ever counseled a giraffe, students are freer to think outside of the box and become creative as they apply their theoretical orientations and interventions to treating this “client.” 

Play as a philosophy. Play is not just for fun. It can also be about playing with the status quo of traditional learning to be more flexible and inclusive. It can be playing with ideas and current realities or approaches to break and remake learning into something new and innovative. I play with traditional viewpoints on grading and align more with elements of the “ungrading” philosophy. Letter grades hold no intrinsic meaning to students regarding their future careers and lessen students’ desire to learn through mistakes and feedback. Letter grades simply create unnecessary anxiety and a sense of robotically jumping through hoops which both are counterproductive to learning. Instead, I serving as a reader to their work to provide my insights, concerns, and wonderings as a part of an ongoing process of iteration with the goal of deepening their learning – not simply to earn a grade. My goal is for all students to earn an “A” in my courses. This represents my belief that through clear expectations, consistent and frequent feedback, as well as opportunities for students to revise and resubmit their work to apply my feedback, they learn more in the process. My approach to grading is constantly evolving but it’s one way to play with the rigid confines of evaluation which I view as being counter to deep learning. 

I question why we do what we do in academia to examine how our norms might hold us back. Because even for people who are adept at coloring outside of the lines, there still exists a strong pull back to the mean. I know I fall victim to this. With this said, however strong the trap of the status quo may be, I believe for education to be most effective, teachers must try to escape it. Much like a fish doesn’t realize the water it swims in until it jumps into the air chasing a fly, teachers often don’t realize the pedagogical water they swim in until something provokes them to jump. The incorporation of play in learning has been a fly for me to chase. It has kept me vigilant to the ways I could become complacent and it fuels me to pursue finding a better way. 

The playvolution. This playful pedagogy has become a personal manifesto for a different kind of education which I call “the Playvolution.” The Playvolution is a powerful lens that helps me reimagine what higher education can be by shifting the boundaries of teaching and learning. The Playvolution encourages me to examine the status quos and ask, for example, if a lecture-based modality of learning is always the best pedagogical strategy, and to explore other ways of teaching. The Playvolution inspires me to play with my instruction and dare to be different and playful. The Playvolution re-positions me within the classroom away from the “sage on the stage” and polished professionalism in order to co-construct learning and meaning alongside my students. All this can help me reduce the intimidating and distancing hierarchy between my students and myself because anxiety is counterproductive to learning. 

While my expectations remain high, a playful pedagogy provides more spaciousness for students to explore, wonder, critique, and risk failure. I feel a heavy responsibility to teach my counselors-in-training to think flexibly and creatively in an ever-changing diverse society with complex problems and people. The quality of care my students provide their future clients depends on that. Therefore, I must design my classes in a way that allows students to grapple with ambiguity and uncertainty, to exist outside of their comfort zones, and that sharpens their flexible and creative thinking skills placing importance on personal growth through community and self-reflection. As a disabled learner, I want to provide my students the learning experience I was denied. I want each of my students to feel empowered to leap out of the water, to chase that fly that piques their curiosity. For it is only when we are free from the imaginary constraints placed on us, that we are able to realize our fullest potential. 

 

Wow. Wow. Wow.

If you have not discovered the Playful University Platform, drop what you are doing and go there now.

Before there was a Professors at Play, the PUP folks were doing paralell work in Europe, building a plaform for a more playful higher education.

With the publication of Playful Higher Education: Voices, Activities and Co-creations from the PUP Community, a brillaint and playful 250 page collection of insight, techniques and commentary, you now have a bible of play to sermonize at your instution.

We couldn’t be more delighted to see this publication made available!

Goodbye Gamification: Hello Play

So you want to bring a little fun into your classroom and games seem like the perfect way to do it. How do you start?

 It might be tempting to Google “gamification” and see what comes up. But let me steer you in a different direction. Gamification has a mixed reputation in the world. For many, it’s a cheap way to paint a little games on your learning content. Ian Bogost has called this approach the Mary Poppins remedy—a spoonful of sugar that helps the medicine go down. Less generously, this is the chocolate covered brocollii approach. At the worst, it is simply BS.

 So while there is nothing wrong with adding points or levels or power-ups to lessons to your teaching any more than it is an issue bribing a class to study with cookies or an early class release, gamification tends to take all the fun out of playing games.

What’s the other way?

I think there are four basic approaches to using games in your classroom:

  1. Play games
  2. Talk about games
  3. Modify games
  4. Make games

Let me take each in turn.

PLAYING GAMES 

If you want to bring games into your classroom, the easiest way to do it is just pick a game and play it. A game doesn’t have to have anything to do with your teaching and learning domain to provide healthy connection and priming benefits to your students. Play Duck, Duck, Goose. Or a triva game.  Or set up a Nerf basket in your classroom and let students shoot freethrows for candy. It will make a difference. And without much effort, you have managed to bring games into your classroom.

But what about play that is directly relevant to what you teach? These days, there are learning games in almost every domain. A little web searching  can go a long way. So, for example, if you are teaching coding, maybe you could introduce your students to Code Combat. This game will teach you Javascript and Python in an entertaining package. It’s fun, it’s a game, and it’s relevant. 

 TALK ABOUT GAMES

Too often, teachers get stuck on the idea of playing games to teach a subject when they miss the obvious—talking about games can be as much fun as playing them. Teaching a class on ancient Egypt? Have the students play Assassin’s Creed Origins—a fully realized 3D world set in a mythical time of the Pharos. But rather than let the game do the heavy lifting of teaching about an ancient culture, let the students play the game then come back to them and have them critique their expereince. What did the game get right? What did it get wrong? What could be improved? What did they learn about ancient Egypt from a game?

I used to teach an urban planning class. And yes, we used SimCity. But it turns out that SimCIty is a terrible game to teach much about planning beyond the idea that there is such a thing as zoning and that cities are complex. In the real world, there are laws and citizens get to vote. You can’t just blow up roads and buildings when you like. SimCity is, at best, a simulation of totalitarian rule. And since I was not preparing the future Stalins of the world, it turned out the game was better as a tool to stimulate conversations about what it took to design and run a city much more than a software platform that taught anything practical to would-be planners.

Games are fun to play. That’s a start. Talking about the experience is a wonderful way to carry that fun forward, directly into the learning objectives for your c lass.

MODIFY GAMES

Closely related to talking about games is the idea if getting your hands dirty and making changes to games. You can do this as a design exercise, having students describe what changes they would make to a game. Or you can do this as an actual making activity—having students break a apart a game and put it back together with a purpose and point.

But, you might say, I don’t teach a computer class. My students don’t know how to program! And fair enough. But who said we were only talking about videogames? Crack open a copy of Monopoly. Perhaps you are teaching a class on social justice. Have the students fix Monopoly to have a socially just message. All the parts are there. All you need is note cards and an imagination. Or have student propose a Fortnight mod that teaches supply and demand. The sky is the limit with modifications.

I used to have student reskin Chess to be about something else. Are you teaching about the Civil War? OK, what historical figures map to which chess pieces? Are you are teaching a wine appreciation class? OK, reskin the graphics of chess to be red versus white. May the best vintage win!

The point of modifying games is to get students engaged in a critical practice where they are thinking about the system of the game and thinking about whatever content you want them to explore. Maybe there are no good games out there in your subject area. But what games are close? What happens when you ask your students to play with games to find that instructional purpose? You end up with play with purpose. 

MAKE GAMES

Or, why not just ask your students to make games? Again, you don’t need to be a programmer or a game designer to take a pile of note cards, some dice, a few tokens and lots of imagination and turn it all into a game. Sure, a lot of the games might be more Candyland than Grand Theft Auto. But the practice of making, designing and digging into domain content to create teaching games is a process that rewards with deeper insight. So, you teach the novels of Emily Brontë and can’t find a solid game to bring into your classroom? Great! Give the students a go at creating a game that lets you play in Brontë’s literary university. The World of Wuthering Heights? You might be surprised what your students can do. 

CONCLUSION

 This quick tour should give you a sense of the different ways to bring games, whole games, into your classroom. Gamification borrows bits and pieces of what makes games pleasurable and too often leaves the fun at the classroom door. By embracing games for what they are—designed systems to invite play and generate fun—and you have unlocked real power of play.

 

 

 

 

 

Light a Candle

 Wow. What a year.

Since Professors at Play is a diverse organization with people from all over the world, we know that what is winter for many of us is summer for others. Some of you are about to celebrate Christmas, others have already enjoyed Hanukkah, the Soltice or even just enoying a break from work. We are all different. But what brings us together is play. And even in face of the ongoing stress of Covid and health issues wiht our loved ones and remote teaching and uncertainties from every corner, we have all found time this year to play.

So whatever your faith or tradition, remember to light a candle and share that warmth. For us, that’s what play is, a small flame that can call people out of the darkness and can build a fire that brings us all together and ignites our common hunamity. Too much? Nope, not even a little. We need play now more than ever.

That is all to say: Happy Holidays and we can’t wait to working and playing with you all in the new year!

David & Lisa

What is a “Playvolution”?

Are you ready to change the world? Or at least higher education? Then welcome to the revolution. Or the Playvolution as we call it. 

What is the Playvolution? Like any good revolution it’s an rallying cry to hoist out the old and establish something new. So, what are we trying to toss? How about hegemonic, classist, hierarchical, didactic, sexist, racist and wildly inefficient practices that have, through managed flows of endowment cash, historical inertia and traditions of power, become adopted as very nature of higher ed.

That is to say: Is there anyone who thinks higher education couldn’t do better?

As a professor, I read the trade magazines and watch what the pundits say. I engage in the scholarly debate around the purpose of higher education and the social contract between education and society at large. I see policy solutions at the federal and state level. I see campus initiatives around student success and innovation in teaching and learning. The higher education solution industry is hard at work developing the next big thing and our various faculties and staffs work tirelessly to make things better.

As a professor at play, I think we are trying to fix massive environmental issues with incremental solutions. We are, collectively, building the sea wall higher and higher a brick at a time against rising oceans instead of looking at the systematic effects of global warming. So to speak.

When I’m honest, I am part of the problem because I love higher ed too much to tear it down and sometimes I think I love it too much to be willing to do the hard things it’s gonna take to fix it. Then I remember play.

Play is transformational. That’s in the literature. That’s in our gut. We know it’s true. Play builds resilience, community, compassion, empathy and curiosity. It ignites our minds and our hearts. It leaves satisfied and alive. And when I look at what play can do, I think this is a solution. We can play ourselves out of this mess.

To get there, it starts with personal play. To be a professor at play is to learn to play in your own life. Then with students. Then with assignments. Then with whole classes. Eventually, with everything. It might be a long way between a fun little ice breaker in a freshman class to assigning committee work and teaching slots by rolling dice and betting on winners. But it can be done. We can take what is serious, seriously and have fun with the rest.

I know. A lot of words from a would-be Playvolutionary. But all the best revolutions start with a battle cry, a manifesto, an idea that leads to action. So that’s where we have decided to start: Telling everyone about play in higher ed.

When you see the Professors at Play Playpsoium 2021: Welcome to the Playvolution, know it’s in earnest and it’s a part of an effort to turn all these words and ideas into action. The next easy step is to join us at the event. If not, just join us in solidarity in play.