Normalizing games and play in literacy teaching
Language benefits
Cognitive benefits
Social and Emotional benefits
Physical benefits
Lotherington on “ludic”
Against datafication, pointification, dehumanizing practices.
“the ludic century”
If games are the most popular, common, and pervasive media among all demographics (Palandrani, 2021; Wijman, 2020), there’s an imperative for us, teachers, to figure out where they fit into our practices.
digital game-based (language) learning is not going to help us do this!
Why ludic matters
Peer interaction and communication
Don’t believe the hype. Games and play are nothing new in language education.” (York et al., 2021)
Creative and authentic language use
Reducing the “affective filter” and increasing a willingness to communicate (thus allowing students to engage in hypothesis testing, negotiation for meaning, receive feedback, etc.).
Digital game based language learning is a sham when it comes to impact in classrooms.
Directions/rules with multiple parts
Phonological and phonemic awareness
“Authentic” “goal-oriented” language use.
Access to target language speakers (if we look outside of merely gameplay, but consider global communities around play and games).
Memory
Problem solving
Critical thinking
Sharing and taking turns
Curiosity and creativity
Teamwork and collaboration
However, we can’t un-coddle students with gamification or “just playing” games. The teacher needs to do more. Referring back to deHaan (2019), if games are to be used at all, it should be as a transformative act, not to fill students’ minds with empty facts and figures for tests.
I have more thoughts on why “ludic” matters, but I’m saving it for a paper I’m writing.
Pleasure, thus avoidance of depression. “The opposite of play is not work—the opposite of play is depression” (Brown, 2009).
Physical movement releases neurotrophins in the brain, increasing the connections between neurons (Jenson, 2005)...
Boost creativity → leading to entrepreneurial opportunities?
Build stronger connections to learning when we play (Berridge & Keringlebach, 2015).
Hand-eye coordination
Balance
story creation
problem-solving
learning from failure
improvisation
How does gamification or “Kahoots” allow for any of this?