Opening Teaching to Play

Today I am delivering a short session as part of the Open University’s pre-conference development workshop for scholars of Critical Management Studies, aimed specifically at early career researchers and PhD students. I’m particularly excited about being able to present, side-by-side, games promoting social change from 2018 (Who’s She by Playeress), and from 1908 (Suffrageto, sold by the WSPU).

Gamification is a current popular trend in HE. While there are many examples of poor or even unethical gamification, research has indicated that games offer a productive mechanism for cognitive learning, and even that the affective potential of games can help students develop valued graduate attributes. Drawing on Huizinga’s (1932) argument that play precedes culture, we can also identify playful behaviour within a wide variety of seemingly sacred social contexts (e.g. law courts), and particularly in the development of knowledge through wordplay and social competition. Office politics or the ‘game playing’ of career oriented behaviour is one such example! The way in which scholars publish, critique and challenge each other’s ideas to advance knowledge is an advanced form of this game-playing instinct.

So why should we keep games out of the classroom? Many teaching contexts continue to rely on information delivery based on talk and writing, with perhaps some limited discussion. This is then supported by independent learning using a variety of techniques, which may be supported or unsupported by institutional training. While many students have become highly proficient in this method through prior experience, it does not come naturally. By contrast, playing games does. The main challenge to such adoption lies in discovering or developing games which promote the designed learning outcomes. I call these ‘intended gaming outcomes’.

Follow the links if you would like to download the slides and handouts from the session.

Take some time in 2019 to play with yourself

Many people will be dusting off their old box of New Year’s Resolutions from 2018 today, acknowledging how unsuccessful or successful they were and planning some new ones for 2019. The trouble with New Year’s Resolutions is that they are often incredibly virtuous, a bit unpleasant, and too hard to keep up year-round. So to help you make your 2019 a little bit more fun, I’ve created a few videos to help you be your own coach and cheerleader. And you can do it in less than an hour a week – by playing with lego (or a similar brick-related toy product).

Play Along: the Skills Build

Part 1 – Technical skills

Part 2 – Using bricks as metaphors

Part 3 – Telling a story

Once you have completed the skills build, you are ready to move onto the self-coaching part of the process. This involves a repeatable 30 minute activity.

Self-coaching with LEGO Serious Play materials

Commit to regular play

Advice for self-coaching

Coaching yourself is much more difficult than being coached by someone else, but it can still pay off! You simply need to ensure you commit to regular sessions, and promise yourself to be honest.

Basic Coaching Questions

WHAT and WHY and WHAT. Getting great results is often about asking great questions. These question words help orient you towards a goal, understanding your current situation and considering your path towards change. What do I want to change? Why is it a problem? What can I do to make a difference? Finally, HOW will help you focus on your actions towards change.

To model your current satisfaction, fill out the Life Satisfaction Wheel

Keeping Track

The most important way to keep yourself motivated and bring about the change you aim for is by keeping track – but it doesn’t matter how you do it. You can keep a diary or bullet journal, build it using a LEGO diagram or calendar chart, or make a vlog. Just make sure you give yourself 15 or 20 minutes every fortnight to reflect and review your progress – and be playful!

Let’s make 2019 a year of serious fun. Play along!

Is LEGO seriously good for business?

The LEGO® Serious Play® Method (LSP) was developed in the late 1990s by Professors Johan Roos and Victor Bart from the Institute for Management Development, Switzerland. It might seem childish at first, but it utilises three very powerful ideas from social science to be effective;

  1. intrinisic motivation
  2. constructive learning
  3. hands-on creativity

These can have huge transformative impacts on real business challenges. Read on to learn how.

Intrinsic Motivation through Play

Play offers us the opportunity to develop competence and mastery, and in the ‘sweet spot’ of a challenge that is achievable but stretches our abilities we are completely absorbed. Csíkszentmihályi described this as ‘flow’, which we often experience in sports and leisure activities.  But it’s rare to feel it in business meetings! By introducing serious forms of play such as LSP, companies can engage employees’ intrinsic motivation to create ‘leaning in’, or direct and active engagement in the present problem or objective.

Constructive Learning

Human beings are natural experimenters, building new solutions out of previous successful and unsuccessful experiences. This experimental attitude is the basis for problem-based learning and relies on a constructivist theory of learning, that we build knowledge rather than absorb it from others (there’s an in-depth post on learning theory here).  Papert expanded on this in the 1990s with constructionism, arguing that learning is most effective when we create a meaningful product as part of the process. By thinking about learning as building, it’s clear that we don’t learn directly from simply listening to other people’s talk of their experience or understanding –  that would be like ordering some flat-pack furniture and waiting for it to build itself! Instead we combine what we already know (previous assembly) with resources (screwdrivers), stories (instructions) and feedback from others (“It doesn’t look straight, honey”) to build something new. It’s even more effective when we collaborate within a community and learn together.

This model of learning also applies to organisations; as individuals learn and adapt they pass the knowledge on to others. However, it can be very difficult for managers to ensure this process if productive, visible and effective when dealing with more abstract challenges. The building practices of LSP focus on creating visible representations of ideas that can be a focus for collaboration. Using LSP or similar processes, businesses can learn from changing environments to enhance services, strengthen teams, and develop and revise strategy more effectively.

Hands-on Creativity

Although an area which is still undergoing detailed research, the creative potential of physical building activities (‘think with your hands’) is widely praised. Neurological research into creativity suggests that activating parts of the brain which are not usually connected can be a requirement for creativity, as can the release of dopamine (which may be stimulated by play). So having an enjoyable experience such as building LEGO models can help promote a creative mindset suited to improving services, innovating new products and collaborating on visions for the future.

 

Follow this blog or add me on twitter @srslylearned to get the next instalment on games, creativity and innovation!

Learn more about LEGO® Serious Play® Workshops

Selected academic sources

Pichlis, D et al.(2015) “Empower a Team’s product Vision with LEGO® Serious Play®” in the Proceedings of the 16th International Conference on Product-Focused Software Process Improvement 9459:210-216 https://tinyurl.com/y9ookxb3

Primus, DJ & Sonnenburg, S (2018) “Flow Experience in Design Thinking and Practical Synergies with Lego Serious Play” Creativity Research Journal https://www.tandfonline.com/doi/abs/10.1080/10400419.2018.1411574

McCusker, S (2014) “LEGO®, Seriously: thinking through building” in the International Journal of Knowledge, Innovation and Entrepreneurship http://www.ijkie.org/IJKIE_August2014_SEAN%20MCCUSKER.pdf

James, A (2013) “LEGO Serious Play: a three-dimensional approach to learning development” in the Journal of Learning Development in HE http://journal.aldinhe.ac.uk/index.php/jldhe/article/download/208/154

Migrations LARP and the value of play

After our run at The Smoke in January, earlier this summer Dr Chloe Buckley and myself ran a small LARP workshop as part of the Manchester Gothic Festival, during the International Gothic Association Conference. This game was open to the public and offered participants the opportunity to experience a gothic-style narrative from the inside, as characters. Inspired by the world of HP Lovecraft’s novels and its surrounding mythos, Migrations aimed to introduce participants to the feeling of being trapped and suddenly ignorant of the basic rules of the world – a common enough experience for characters in Gothic novels.

The scenario for this game, a university talk gone wrong, builds on participant’s existing knowledge and experience of university activities. From unreliable powerpoint slides to disorganised lecturers, we began the scenario with the usual ‘gone wrongs’ that can reliably be encountered and understood. However, drawing on the mythology of Lovecraftian tales, a whole other dimension of ‘gone wrongs’ were about to unfold.

For our participants, the foolish actions of one character caused the entire group to be suspended in a trapped no-space, between our world and another one, one in which ‘magic’ through appeasement of ‘gods’ flourished though threats abounded. Participants had to make sense of the magic and perform it in order to craft their own escape; or refuse and accept their inevitable doom.

In previous and forthcoming research, we have outlined how the construction of experiences in live roleplay games rely on a range of preconceptions based on participant’s experiences, and also on participant’s learned ability to focus on what is relevant. Many experiential games which are now popular share this feature with LARP, such as escape rooms, yet these games are usually a challenge of competence and mastery. In most such games, the environment is highly controlled with game components clearly separated or distinguished, A particular set of skills, usually including pattern-recognition, spatial and numerical problem solving, with a little cultural knowledge, will help you emerge from an escape room as a ‘winner’.

However, in Lovecraftian narrative there are rarely, if ever, any ‘winners’. In LARP more generally, a play-to-win attitude will rarely offer the best experience. In our recent Migrations LARP, participants all to some degree aimed to ‘win’ through survival of the scenario. To strive to understand and to thwart the unknown mystical forces which were effectively ‘counting down’ their last moments. Only a few participants considered or embraced a narrative of loss; whether by abandoning their known world and home or through individual failure in the hope of collective success.

On reflection, we propose that this game experience foregrounds our attachment to ‘known unknowns’. From participants feedback we are aware that most identified the workshop as a bit of fun, the sort of entertaining activity that might be part of a conference social programme or festival. With most participants never having played in a LARP before, the very workshop itself was an unknown quantity. Yet as a learning experience, we would suggest that participants reflect upon their attachment to the known, and consider what the Gothic form can teach us about the barriers, of comfort and success, that must be breached to extend our knowledge.