Friday, July 25, 2014

Learning Can Be Fun

Do longer school days and longer school years promote learning? Only, if they include time for play (and the playground is not an asphalt parking lot).

A growing body of research suggests play provides an important learning experience at any stage of a student's life. Besides, moving develops a body's core strength which enables children to pay attention and learn, and research also finds kids can develop language, math, and social skills while interacting with each other. In Finnish kindergartens, something new happens every day: Monday might have a field trip, ball game, or running activity; Friday, songs and stations of choice, such as making forts with sheets, selling ice cream (paper scoops pasted on a stick and plastic coins used for change), or doing arts and crafts.  You have to wonder about China's academic schools that do not set aside any time for gym or exercise classes. Promising Olympic athletes go to separate schools.

Finland has a saying, "Those things you learn without joy you will forget easily." When it rains a bit, Finnish kindergarteners put on their rubber boots, grab shovels, and make dams in the mud. Before entering first grade, at Swiss Waldkindergartens, Canada's all-day kindergartens, and at some schools in Washington state, Vermont, and Brooklyn, four to seven year olds have child-directed free play outdoors in all kinds of weather. In  contrast, a survey found 7 out of 10 children in the UK spend less time outside than prisoners.

Play at the Nordahl Grieg Upper Secondary School takes a different form, video games. At Mind/Shift on July 21, 2014, Tina Barseghian called attention to Paul Darvasi's article about this Norwegian high school, where Tobias Staaby uses the video game, The Walking Dead, to pose an ethical question. Of 10 survivors, who should receive the last four pieces of food? Students were asked to use what they had learned about situational ethics, utilitarianism, or consequentialism to justify their choices.

 At the same school, the history simulation video game, Civilization IV, which gives students an opportunity to make decisions that leaders have to make about setting up a government, legal system, labor laws, economy, and religious options, has been used to teach English and Social Studies. Those who were unfamiliar with the game's complexities learned from students who were pros. Lin Holvik, principal of the school, always has viewed video games as a tool to foster collaboration and an appreciation for the "art of failure."

Common Sense Graphite, a company that evaluates the learning content of computer games, gives high praise to the following:
Elegy for a Dead World
Better than other English lessons, students visit alien planets inspired by romance poets, write prose and poetry about the lost civilizations they find there, and share their literary works with other students.
Never Alone
A cultural game that incorporates stories from the Inupiat people of Alaska that demonstrate how students need to cooperate with nature to win.
Valiant Hearts
Invites students to apply facts from the history of World War I to critique war in general.

Other video games and their subject applications include:

     Portal 2: Physics
     The Last of Us: Literature
     Republia Times: Writing, Journalism, Social Studies
     Minecraft EDU: Virtual building blocks to construct a landmark or environment (Also see the earlier post, "Build a Global Icon.")

Another type of play to consider is the role playing used in the Model UN game mentioned in the earlier blog post, "Know the Issues." Also see the later blog post, "Convert Stories into Foreign Language Games."

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