On today’s podcast we’re joined by two founders of Ludic Language Pedagogy or LLP. LLP is an open access academic journal and community focused on publishing actionable ideas on “ludic”, or playful, ideas, and language learning, such as through tabletop RPGs, live action role playing, card games, and video games. For example, recently published papers include “Teaching Spanish with The Legend of Zelda: Ocarina of Time” and “Places, people, practices, and play: Animal Crossing New Horizons here and there.”
James and Jonathan are currently writing a book on ludic pedagogy, and they led a session at our recent Conference to Restore Humanity! on ludic teaching that is definitely worth checking out. This conversation centers the distinction of gamification from game-based learning: what's the difference? Why does it matter? How does it apply to teaching and learning?
Dr. James York is the editor in chief of LLP and a senior assistant professor at Meiji University, where he teaches and conducts research on the application of games, play and literacy. Dr. Jonathan deHaan is an associate editor and associate professor in the Faculty of International Relations at the University of Shizuoka, who focuses on teaching literacy with games.
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Hello and welcome to our latest episode of our podcast.
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My name is Chris McNutt and I'm part of the Progressive Education Nonprofit Human Restoration
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Project.
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Before we get started, I want to let you know that this is brought to you by our supporters,
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three of whom are Paul Agarto Perez, Kane Lezia, and Corinne Greenblatt.
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Thank you for your ongoing support.
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You can learn more about the Human Restoration Project on our website, humanrestorationproject.org,
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or find us on social media and YouTube.
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On today's podcast, we're joined by two founders of Ludic Language Pedagogy, or LLP.
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LLP is an open access academic journal and community focused on publishing actionable
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ideas on ludic, or playful, ideas and language language, through tabletop RPGs, live action
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role-playing, card games, and video games.
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For example, two recently published papers include Teaching Spanish with The Legend
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of Zelda Orcarina of Time, and Places, People, Practices, and Play, Animal Crossing New Horizons
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Here and There.
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Joining us are Dr. James York, the Editor-in-Chief of LLP, and a Senior Assistant Professor at
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Meishi University, where he teaches and conducts research on the application of games and play
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and literacy, and Dr. Jonathan DeHaan, who is Associate Editor and Associate Professor
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in the Faculty of International Relations at the University of Shizuoka.
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I also shouldn't have added on that you're both in Japan, which is interesting in and
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of itself.
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Jonathan focuses on teaching literacy with games as well.
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James and Jonathan are currently writing a book on ludic pedagogy, and they led a session
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at our recent conference to restore humanity on ludic teaching that you should definitely
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check out.
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We'll put that in the show notes.
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Thanks again, James and Jonathan, for joining us.
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And James, we're just going to start off with you and just kind of go through some of our
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terms, as many academics do, and really just describe the difference between these concepts
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play, ludic, game-based learning, gamification.
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What is this world that we're living in when it comes to ludic learning pedagogy?
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Yeah, great.
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Thank you for the introduction, Chris.
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Yeah, I am a doctor, but I am a researcher, but I'm also a practitioner.
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I think that that's where a lot of my research focus comes from.
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Yeah, I am a teacher and being able to interface between what's happening in classrooms and
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what's being talked about in the world of academia, I think, is a unique position and
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one that I'm trying to use to its fullest, I guess, to reach teachers and to help researchers
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at the same time.
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Regarding these terms, I guess we can start with the term gamification, which is perhaps
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the most well-known term among teachers, also the most confused term, I guess.
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It seems to be a word that has used as an umbrella for anything to do with games or
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game-like approaches to teaching.
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You may think, well, gamification, is that like playing Monopoly in class?
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Gamification, is that like saying, giving students XP instead of giving them a grade?
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Is it Minecraft?
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Is Minecraft gamification, right?
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So I think there's a lot of confusion around the terms, both gamification and game-based
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learning.
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Definitely not.
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So I think that it's important to define these terms, that gamification should be different
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from game-based learning.
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It needs to be separated in order to talk about these things properly.
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So gamification essentially is this idea of using the elements of games in non-game context.
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That's the kind of clinical definition that you'll find in textbooks.
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Generally how this has been interpreted and applied to these non-game contexts, and let's
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stick with education then, is that, like I mentioned, the reframing of the classroom
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as a game.
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Teachers really glom onto this because it's nothing new, really.
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The classroom is already kind of gamified in the fact that there is quantifiable outcomes.
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The grade that you get, that's kind of a score that you get in games.
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You have these activities, which could be considered, I guess, levels in the game.
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There are winners and losers in the class, so teachers go, okay, I just need to rename
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things in my class, and then it's kind of gamey, and kids love games, so they're probably
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going to love this.
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That's basically how gamification is implemented in classrooms.
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It's okay, instead of doing a reading activity for homework, I'm going to give you a reading
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quest that just by changing the terminology makes it more glamorous and more, well, supposedly
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appealing to the students that are going to do these activities.
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And also tagging on things that feel gamey that add to the extrinsic motivator element.
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I know 10, maybe 20 years ago now, there was the badging phenomenon, putting badges attached
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to everything, like the Boy Scouts or something, where you get your badge for completing three
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homework assignments on time, and that would give you 100 XP to level up and put a hat
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on your avatar or something in the tech system, or class dojo, which is used in...
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They advertise, I think, 95% of classrooms, or schools, 95% of schools use class dojo.
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Yeah, it's definitely taking the world by storm.
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Yeah, so this idea of, like you said, rewards-based gamification, extrinsic motivation, tapping
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behavioristic qualities of gamification, the problem with it then for me is that it doesn't
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change the underlying structure that's already there.
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If we want to change schools and make them better, quote unquote better, then just by
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changing terminology and by focusing even more on extrinsic motivation and behaviorism,
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it doesn't really do anything.
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So that's kind of the problem that I have with this term gamification and its implications
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for education.
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So in opposition to that, then we have this idea of, well, what's game-based learning?
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And game-based learning is simply just any learning that is facilitated through the use
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of a game.
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So where gamification is using game elements, or at least applying game elements to the
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construct that's already there, game-based learning then is saying, well, we're actually
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going to use a game, a real game, to achieve something.
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So okay, you could use civilization to learn about the world, the map of the world or something.
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You could use Minecraft to do a kind of group, what's the word, like collaborative activity
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to build trust with each other, to learn about deforestation, to learn about farming.
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It's this idea of using a game to learn something.
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Right.
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And this is something that I think that anyone who's grown up in the last 30 years probably
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played SimCity or Oregon Trail when they were in school.
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And everyone pretty much remembers the major life lessons, I guess, or historical lessons
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of Oregon Trail.
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People know Dysentery probably solely because of Oregon Trail.
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And it wasn't something that we were forced into through some kind of lesson plan.
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It just existed in classrooms and kids played it because it was fun.
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You bring up Oregon Trail as an example of game-based learning is actually super important.
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Okay.
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If you imagine a student playing Oregon Trail, and then this, sorry, this links to my critique
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of game-based learning actually, is that if you think about students playing Oregon Trail
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in the classroom, you're probably going to think that the learning just comes from playing
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the game.
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It's kind of a package unto itself.
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The learning should just naturally happen.
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Oh, you're going to play Oregon Trail today to learn about X, Y, Z, right?
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Now that's the problem with game-based learning is that it has no pedagogical ideology.
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It has no kind of teaching attached to it.
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Game-based learning, in fact, could be implemented in a behavioristic manner in that you're going
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to play this game to get 10 points, right?
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There's no teaching around it.
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There's no reflection.
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There's no onboarding.
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So I think game-based learning, one of the issues with it is that, okay, so I'm going
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to bring a game into a classroom, but how do I actually pedagogically scaffold that
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towards learning?
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So if we just sum it up, then we've got gamification, which is saying we're going to take these
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elements of games and apply them to the classroom as a kind of fake simulation layer on top
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of what already exists, not change underlying structure.
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There's a problem there.
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Game-based learning, okay, we're going to use games towards learning something, but
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how the teacher actually does that really matters.
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So I think that that's a kind of blind spot in game-based learning is that we're going
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to bring this tool in and we're going to expect learning to happen.
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And so that maybe leeways into what me and Jonathan and the team at LLP, Ludic Language
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Pedagogy here is trying to do in that saying that, well, the pedagogy focus, how do we
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actually use these things if students are really into Among Us or Stardew Valley or
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Apex Legends, League of Legends?
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How do we actually pedagogically scaffold an activity around that game or playful activity
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towards learning that is in line with HRP's kind of proposition?
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It's transformative, it's humane, and it is the best that we can do for students.
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That's probably the best I can do right now.
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Please add to it, Jonathan and Chris, yeah.
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I think one of the things that James quickly said about Oregon Trail is that there, I think
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you said that there aren't pedagogical models baked into it.
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And I think we can split that apart just a little bit, right?
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If we look at Oregon Trail, it is designed by people for people.
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And so the designers thought about the best way to onboard or introduce or tutorialize
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or to present the information in that game, right?
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And this is where Chris, yeah, no, this is where Chris and HRP is also thinking about
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like, how do we communicate effective design principles to teachers?
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Because in Oregon Trail, the designers did present things in a way and they designed
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the graphical interface, they designed the levels, they designed the progression to be
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effective, right?
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If they had not designed the game in an effective way, nobody would play it.
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It wouldn't be fun, right?
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And so there is a sort of systemic interactive model.
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There's hints, there's tips, there's events, there's text, there's information
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that does teach people about the experience of the Oregon Trail.
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OK, that's right.
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There is that, that games are designed effectively.
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If they weren't designed effectively, no one would play them because they'd be too hard, right?
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I just finished a five hour video essay review of Tokimeki Memorial, this hardcore dating
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simulation that which broke down this entire model, right?
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It's very difficult.
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It's impenetrable, right?
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OK, so but and then but then to go back to James talking about about Minecraft,
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Minecraft is designed also to onboard people.
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There is a tutorial in Minecraft, but there are things in Minecraft that are a little
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bit obtuse or obscured or ideas that are underlining what Minecraft is.
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For example, I just watched a video essay on how in Minecraft you can abuse the villagers
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and transport them to another place to build a sort of work camp to to farm certain elements.
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And it's basically you're you're you're engaging in colonialism, right, where.
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You can do things in games and not be aware that you're doing things in games or that
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they have meanings, right?
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And so, I mean, so, for example, like Animal Crossing as well, you brought that up in the
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introduction like it is a model of capitalism, it is a model of a mortgage system,
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it's a model of consumerism that perhaps the player can see that the designer did
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put in the game.
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But if the learner is not aware of what colonialism is or what capitalism is, it's
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very difficult for someone to play a game and then reflect on it and go, oh, right,
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like I shouldn't be engaged in colonialism in this amazing Voxel game, right?
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No, no, really. Right. And that's and I think that's and that's where LLP starts with
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is like there are there are systems in games and there are ideas in games and experiences
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in games that learners might not be that probably won't be able to unpack by themselves.
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Right. Like how does how does sexism appear in certain online games?
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Right. Or how do we unpack that and actually apply that to the real life?
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I think that's where James's comment about games not having certain learning
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principles in is very apt, right, where games, a lot of educational games are not designed
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to include a sort of debriefing stage and application stage and an analysis stage.
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They're just focused on the experience and games are fantastic experiences and media
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are fantastic experiences. I'm I'm sort of addicted to watching The Big Short right now.
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Right. This about the housing crisis crash in 2008.
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Right. And it's just like. It's amazing.
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But but I would like to talk to a financial banker and get their understanding of it and unpack
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that stuff for me. Right. Like I can't unpack it by myself because I don't have that knowledge or
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that ability to apply those lessons in my real life. Right.
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So I think games are well-designed experiences, but teachers are also interactive and can design
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additional well-designed experiences around them to to to apply them in an even greater.
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They can amplify the well-designed experiences to be more well-designed experiences.
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Right. That was. Yeah. That was the point I was trying to make, actually.
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So thank you for for clarifying the fact that games themselves may have some pedagogical
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design baked into them. But yeah, the point was that your what was it?
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The colonialism example, for example, a teacher, a teacher could manufacture that experience
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for students and then unpack it. Right. They could.
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Absolutely right. Not everybody is going to going to like colonialize the villagers to mine
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emeralds. Right. Like I didn't do that. I've played hundreds of hours of Minecraft.
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I've never. OK, my kids do abuse the villagers. I'll take that back.
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What I think is interesting about what you're saying is that I think it speaks to a greater
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conversation that we could at least tap into slightly surrounding Ed Tech broadly,
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even beyond games. For example, we recently have been talking a lot about
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Conmigo, which is the new AI companion for Khan Academy, which in theory is a tool that
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kids can go on Khan Academy. They can have a conversation with a chat GPT chat bot type thing
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and it will tutor them and help them come to answers. And honestly, AI is an incredible tool
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to break down code, to break down math problems. It's really neat.
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But that doesn't mean that you just put all of 30 kids in your room on a computer to do AI chat bot
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stuff without any teaching intervention or purpose behind the content in the exact same way that we
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wouldn't tell 30 kids play Oregon Trail and then the bell rings. And that's that's the end of the
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period. Like there's there's an additional layer there. And something I want to make sure we got
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to is that this doesn't just apply to video games. And you guys talk about this a lot. It's board
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games, it's tabletop games, it's role playing activities. And it also dives into the conversations
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around the systems that the games are in. But also conversations about how you play the game itself,
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like strategy. A good example I have is I used to teach the Cold War and McCarthyism. So when people
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were investigating communism, they thought everybody was a communist spread like wildfire.
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We used to play what was called the red dot game, a very simple game, you cut up a sheet of paper,
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like tear it into a bunch of pieces. Let's say there are groups of eight, the teacher will take
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a red dot, put it on one right red because of colorblindness, and then put black on all of the
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other ones. So you have seven black dots, one red dot, discreetly give it to every single kid,
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they look at the dot, they put it in their pocket. And the goal of the game is everyone has to vote
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out the red dot. And pretty much about 60 seconds into this game, chaos ensues, because everyone will
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just start screaming at each other, because they just assume everyone else is the red dot,
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and very rarely does anyone actually win. And what tends to happen is everyone isolates from
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each other else, they think everyone else is the red dots, you have this group of people that
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kind of all span out at the end of the activity, there's like 30 people around the room, and they're
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all hyper suspicious. That in and of itself, the strategy of that and how you feel and how you play
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it, emulates the literal thing that happened during McCarthyism. That's exactly what people
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did, they sold out their neighbors, they were worried about someone being over their shoulder
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at all times, etc. Go ahead, Jonathan. Yeah, no, exactly. Like, that's phenomenal,
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because you're describing, and I'm sure like you're describing, you're describing a system,
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which is really elegant, well designed, there's hidden information, there's instructional
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principles baked into that. But then of course, you're going to debrief it, and you're going to
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talk about what it means, and the accusations and how this feeds into psych, you know, psychosis,
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and things like that. Not psychosis, but you know what I mean? Like, you know, right? And so,
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I think what James was just talking about, and bringing it back to the definitions, like, yes,
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this is the kind of stuff that we want in the classroom, like we do want to have these elegant,
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like the red dot game is frugal, right? It's just a piece of paper, right? It's a face to face
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simulation, there's all these hard skills and soft skills and knowledge and strategies, and
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you can write essays about it, and you can do all this kind of stuff. Like, I think that's a
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really wonderful example of ludic language pedagogy, right? And there's tons of language
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in there as well, or ludic pedagogy. What I think is really interesting, and what we would love to
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try to convey in this podcast, is that, what do you call what you just did? Do you call this
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game-based learning? Do you call it game-based teaching? Do you call it gamification? Because
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I think that's just like, it's just a very side box of saying, I think it's very hard
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for laypeople, for even researchers, to label what that is, and I think that leads to the problems
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about gamification. Someone will say, red dot game debriefing, writing essays to prepare for
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the regents exam, or whatever, or class dojo and rewarding people with a sound effect for being on
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task. Let's just put those in the same barrel, right? And that's it, and that's the thing,
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that's just the nature of the academic silo, of jargon, of people's literacy, of going
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Minecraft, Oregon Trail, class dojo, rewards and punishments, grades, levels, achievements, badges,
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red dot game debriefing, they're all the same thing, right? Because kids like games,
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right? And so that's, I think that's the anti-edtech, anti, like, is the thing we're
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fighting against, not fighting, well, fighting, or trying to deal with, because it is a literacy,
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like, it's an understanding. It's restructuring, right? It's systemic rather than a tag-on,
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because the concept of gamification, as it's typically said through school,
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is you're a teacher, these are students, let's do things better using games. But what we're really
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getting at here is actually redefining what good teaching is, because games like the red dot game,
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but also having your kids play video games in class, is fairly radical if you are doing that
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for longer than 15 minutes. If you're debriefing and talking about it, if you're doing this
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consistently, and it's not a one-off, that is going to make your classroom loud, it's going
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to make it hands-on, it's going to make it experiential, and that is quite literally,
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yeah, it's teaching as a subversive activity, you know, literally redefining what it means to
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have a classroom. And I think that's a complicated conversation, and that's just people's, like,
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human attention spans, thinking about the future, being able to deal with the systems of education,
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that's a much more nuanced, difficult conversation to have than,
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I can reframe my classes, quests and badges and achievements and XP, right? And so that's
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interesting. Yeah, that's the third rail, right? The thing that I'd like to add here is then that
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we kind of talked dismissively about gamification, because it doesn't really change the underlying
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structure of the classroom, okay? Of course, you know, grades, scores, quantified feedback
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can be effective in knowing how well you're doing. Yeah, of course, Alfie Cohn's rewards and
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punishment. Feedback is good, of course, we do like feedback, but yeah, gamification doesn't
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really change the underlying structure, okay? The issue that we have with game-based learning then
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is, well, one is, is there any pedagogy there that the teacher's doing? That's the first thing.
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The second thing that I think that we touched on is maybe teachers listening to this when they
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think of game-based learning, it's like I said, the Minecraft, the video games, the digital games,
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and it's, well, how the hell am I going to bring Minecraft into the classroom? How the hell am I
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going to get 30 devices so that students can experience the Oregon Trail, for example, even?
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And I think that's one of the issues with this terminology, game-based learning, is that it has
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been kind of hyper-focused on the digital. Whereas what Chris just introduced is this red dot game
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that would for us definitely, I mean, it is a game of sorts, so it would come under the umbrella
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of game-based learning, but the way that game-based learning has kind of been sold is that the red
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dot game doesn't really fit into the narrative. So that's why we're using this term ludic, which
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comes from the word play, meaning that we're looking at things from the massively multiple
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online RPG games like World of Warcraft, the Among Us games, the Minecraft games. Okay, of course,
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they fit under a ludic umbrella, but we'd also like to include all of this stuff that teachers
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are actually doing, like the red dot game. How can we pedagogically support that, scaffold that
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towards learning as well under a banner of game-based learning using the term ludic?
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That's the difference in terminology that I'd like to just focus on is that game-based learning,
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because it has been fairly techno-utopian and focused on digital, it has let teachers down
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in a way. And so by opening the gates to all kinds of play and games under the term ludic,
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I think is a little bit more humane and the way that we'd like to see things going.
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James, just addressing the first part of that. And then I want to get to what it means to be
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ludic in physical spaces as well. That external motivator piece, something that I've been watching
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very closely because I myself am a pretty avid board gamer, video gamer. I'm truly a nerd.
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And this has been ongoing, but I feel like really recently there's been a massive pushback
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to external motivators in games. So there's been hyper-vigilance towards,
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is the game wasting my time? Is the game trying to move me forward using almost
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behaviorist methods of shiny things on screen, et cetera? Or is the game fun in of itself?
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We've seen recent releases of games that are all style, no substance. And then games like
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Baldur's Gate 3, which just came out, it's one of the best-selling games of all time,
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won all these different awards, contains no microtransactions, is fun to play,
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you can play it any way that you want. And I'm curious if there's a way for us to interpret
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this movement that you all are doing through the lens of exploitative mobile games or
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exploitative AAA games that don't value people, et cetera.
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I love exploitative crappy games. I think that they are wonderful. And I think that the more of
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them the better because we can bring them into the classroom and we can use them to show students
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how manipulative systems and people are. And if we don't have those, then there's not a
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shortcut to really showing people how awful other human beings are.
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It makes a really good case too for when you can use extrinsic motivation, because it's not like
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there's no role. I think that some people get stuck in the binary, right? They get stuck in this idea
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of extrinsic motivator bad, intrinsic motivator good, but it's more nuanced than that.
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It's a good framing concept, like the idea of freemium versus AAA games versus indie games.
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And how do they relate to what's happening in classrooms? The freemium games due to their
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nature is that they're free to download. And so they want to keep you on the app, the game
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as much as possible so that they can generate money. And they do that through manipulation of,
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timed rewards, gems, basically they keep you on the app as much as possible.
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Okay, this is kind of pessimistic, but you can see that if maybe high school or junior high school,
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teaching, if the content is such, can I say bullshit?
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I went to a new supermarket the other day and I checked out and they're like,
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do you have a point card? I'm like, no, I don't have a point card. Would you like a point card?
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I don't want a point card, right? Because it's the same thing. That's the freemium bullshit,
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right? It's the, I will give you this thing to hook you back into keeping,
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continue playing, right? And coming back. Yeah. So that's why gamification is used in schools,
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because the content's crap. It's like, I'm going to have to use all this, all these rewards to keep
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you on the, on, on the treadmill, right? Right. Like I came to this store for the cage-free eggs.
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That's why I came to this. What are you talking about? No, because that's why I, I, I decided to
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go to this store for a specific purpose and then they're trying to sell me this freemium
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gamification bullshit. I have no idea what you're talking about. But building off of that though,
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I want to be clear too, if we're going to continue, maybe not necessarily the egg route,
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but the mobile gaming route, premium games tend to burn out. Like there's a few that are hyper
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popular, but the ones that are hyper popular, if you notice, tend to be the least exploitative
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team fight tactics. Like the league of legends, uh, game is incredibly well done. Does it have
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in-app purchases? Yeah, there's a ton of them, but they're not actually impacting the game.
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And big asterisk here, cause there are caveats. Most people aren't addicted to this in the sense
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that I'm spending thousands of dollars a month to keep playing it versus something like Diablo
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Immortal, which kind of infamously launched and had a giant number of people burn out of it within
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the first few months because the game itself is done through purchasing. It took everything out
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of the air and then moved on. And if we think about that from a teaching angle, that's the same
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as saying, Hey, my class is it's fun just cause it's fun. And every now and then we have some
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extrinsic motivators because we have to, to keep you all going. I mean, there's a little bit of
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that in there, but at the exact same time, every single lesson is not, Hey, you're going to earn
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your a hundred points today because after a while that's, it's strenuous. It harms you. It's stress.
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People do burn out on gamification, right? Like the point that James made in his excellent
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digital culture and education paper is that in, if you start to implement these systems of rewards,
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you need to keep them going. Right. And you need to keep like ramping up the dopamine hit
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to keep people in that system. Right. And that's the, that's the argument against capitalism too,
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like capitalism, consumerism. Yeah. We're just going to consume all the resources on the planet.
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And then people are going to burn out. Yeah. I think you can also think about it in terms of
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passion versus profit, right? The game design, is it designed for profit or is it, is it a passion
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project? Like an indie game that, that doesn't try and keep you attached to it. If you like it,
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you like it. If you don't, you don't. Right. I play a freemium game called tricky machines. Okay.
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It's this crazy high, this is janky driving simulation game. It's, it's free to download.
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And you get rewinds because you're going to make a lot of mistakes driving these
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really difficult to drive trucks and forklifts and, and, and trailers around this 3d blocky world.
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I'm happy to spend five bucks or 10 bucks because I like the game and I'm happy to support the
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designers. But that I had, so Chris has the designer tricked me into, into giving them five
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bucks every couple of months. I mean, there's a whole science behind this, like making the
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bundle a certain amount of money. What bundles do I display at different amounts of times? What
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digital currencies do I use? This is like a whole thing, but there's a major difference
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between a developer obsessing over, Hey, I'm going to reap as much money as possible from
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the consumer. And the purpose of the game is the extrinsic reward, AKA the purpose of the game is
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to make as much money as possible versus the purpose of the game is to be fun. And I can sustain
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myself by making a fun game. Yeah. It's the passion versus project profit thing again, right? So is it
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focused on giving the, given the experience or is it about milking the user? Well, but it's not,
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it's not A or B. And I think this, we can get into this later. Like it's not A or B. Like there's,
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the designer still has to buy cage free eggs tomorrow, right? Like they still have to eat,
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right? So they do need, they can't just make an amazing free game and put it out into the world
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because they love everybody, right? They do have to eat.
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Meet Dominic, a typical kid navigating the monotony of school. Every day he trudges through a
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seemingly endless cycle of uninspiring lectures, textbooks thick as bricks, and the ever-present
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drone of the teacher's voice. As the clock ticks, his creativity wilts within the confines of rigid
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curriculum and standardized tests. The fluorescent lights flicker against the beige wall, casting a
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sterile glow over the rows of tired faces. All day dreaming of adventure and excitement outside
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those confining walls. Even the most intriguing subjects lose their allure as they're squeezed
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into the unrelenting schedule, drained of the spark that could ignite a passion. Dominic yearns
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for a spark of real world relevance or a chance to explore his unique interests, but the system
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seems determined to snuff out any hint of excitement that deviates from the script.
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The bell rings, echoing the same familiar routine. The purpose of the Human Restoration Project is
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restoring humanity to education. We believe in fostering a human-centered systems approach
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that revitalizes and rehumanizes the educational experience for students and adults alike.
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Through our research-backed, informed guidance and collaborative effort with students,
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teachers, and administrators, we are actively shaping the narrative of public schools.
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We aim to build trust and foster a strong community of backers who share our vision.
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We believe in the power of openness, and with your contribution, you're helping us maintain
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this organization and continue to restore humanity to education. Here's a quick summary of our
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financial situation. Our income sources are donations, grant funding, and professional
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development. We don't generate a profit on our other endeavors like our conferences, resources,
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and videos. We're funded through 2024, but are currently reliant on potential grant funding to
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stay afloat. Our only major expense is payroll. The only two full-time employees at HRP, Nick and
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Chris, each make $55,000 a year. And last year, 92% of our funding was used toward expenses. That's
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payroll, website fees, transcription services, and more. In other words, every dollar counts.
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Human Restoration Project is a 501c3 public charity, and your donation will receive tax
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deduction benefits in the United States. Our EIN is 84-375-3948. As a bonus, all donor gifts
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are produced by Raygun, ethically sourced, sustainably made here in the Midwest, and the
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largest union clothing chain in the United States. And as I can vouch, the shirts are also very, very
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comfortable.
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So would one of you like to address, potentially, what does that actually look like, feel like,
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sound like? What does it mean to be ludic, generally?
403
00:32:40,620 --> 00:32:44,380
Okay, there's a couple of different framing devices. First of all, we can think of our
404
00:32:44,380 --> 00:32:49,820
classrooms as playgrounds. This is something that we've been playing with quite a lot recently,
405
00:32:49,820 --> 00:32:54,780
is that if we consider classrooms as games, where there are winners and losers with a
406
00:32:54,780 --> 00:32:59,260
quantified output in terms of the grade that students get, I think that we can do better
407
00:32:59,260 --> 00:33:05,820
than that by considering classrooms as playgrounds instead. And so the kind of aesthetic difference
408
00:33:05,820 --> 00:33:09,900
here is that, well, if you consider the game Snakes and Ladders, for example, you know,
409
00:33:09,900 --> 00:33:14,380
you just go through the paces. There's no real choice, I guess. You just roll and see what
410
00:33:14,380 --> 00:33:18,380
happens and your outcome is- No one's like replaying Shoots and Ladders
411
00:33:18,380 --> 00:33:20,700
multiple days in a row. I don't think so.
412
00:33:20,700 --> 00:33:25,180
No, no. And we can kind of consider that if that's the kind of game-like classroom,
413
00:33:25,180 --> 00:33:29,260
then what would a play classroom look like? Well, what do kids do in an adventure playground or
414
00:33:29,260 --> 00:33:34,300
a jungle gym, or whatever you call them in the States? You know, you've got the slide, you've
415
00:33:34,300 --> 00:33:40,140
got this maybe a little castle area, you've got maybe a walkway that they can go across.
416
00:33:40,940 --> 00:33:46,940
So with a playground, it is a structure, it is a defined structure that someone has made,
417
00:33:46,940 --> 00:33:52,300
but they've made it to be played within lots of different ways. So the kid could use the castle
418
00:33:52,300 --> 00:33:57,500
as a, to say that, oh, I'm the king of the castle and you guys are all peasants or whatever,
419
00:33:57,500 --> 00:34:01,180
or you could have someone that just only goes down the slide 15 times, you know,
420
00:34:01,180 --> 00:34:04,380
see how fast he can go, or maybe he slides down backwards and stuff.
421
00:34:04,380 --> 00:34:11,900
So the point is that I think that if we as teachers can create a structure for students to play
422
00:34:11,900 --> 00:34:21,420
within, we're doing something that's a lot more in line with what HRP would consider important in
423
00:34:21,420 --> 00:34:29,500
schools, is that it's more agentive, there's more participation. So the first kind of idea of being
424
00:34:29,500 --> 00:34:35,820
a ludic teacher is to think of your classroom as a playground, and then how can you create space for
425
00:34:35,900 --> 00:34:42,300
students to play? And this word space, we're actually using as an acronym for the kind of
426
00:34:42,300 --> 00:34:50,300
five key tenants of progressive, transformative, good education. So the S would be safety.
427
00:34:50,940 --> 00:34:56,220
So how can we create safety for our students to play? How can we create, for example, a classroom
428
00:34:56,220 --> 00:35:04,780
that values learning by failure and redoing things? So it's a safe place where students can
429
00:35:06,460 --> 00:35:11,820
talk about themselves and not feel like a kind of a fear of being reprimanded. Okay, so that's the
430
00:35:11,820 --> 00:35:19,100
first core tenant of a quote unquote ludic, playful environment is to have a safety participation.
431
00:35:19,100 --> 00:35:25,660
So if you look through educational material on progressive education, on playful education,
432
00:35:25,660 --> 00:35:31,500
on again, good education, it should be connected to the real world. So the participation element of
433
00:35:31,500 --> 00:35:36,300
the classroom, how do we have students get involved in society? Okay, so that's the second
434
00:35:36,300 --> 00:35:42,940
core tenant. So SP, next would be A. So it's agency, how can we have students, you know,
435
00:35:42,940 --> 00:35:47,740
be active learners doing things that are important to them, you know, have some autonomy, have some
436
00:35:47,740 --> 00:35:55,340
choice. So we've got SPA, next is C. So this is another key core tenant of educational literature
437
00:35:55,340 --> 00:36:01,660
being critical. So how can we create critical students that are not just regurgitating things
438
00:36:01,660 --> 00:36:06,780
verbatim from what the teacher said, but actually diving into material? Who wrote this? Why did they
439
00:36:06,780 --> 00:36:12,380
write it? You know, it's a lot more, it's about literacy. The final point, so we've got SPAC,
440
00:36:12,380 --> 00:36:17,020
E is about experiences. So valuing students' experiences in and outside the classroom,
441
00:36:17,020 --> 00:36:23,820
thinking about their identity, making meaningful experiences for students. So I think that if a
442
00:36:23,820 --> 00:36:33,100
teacher can consider their classroom as a place that provides space for students to play with
443
00:36:33,100 --> 00:36:39,180
these five core tenants, then we're on the right track to being a kind of ludic teaching experience,
444
00:36:39,180 --> 00:36:44,940
essentially. Is there even a difference between ludic as a concept when it comes to learning,
445
00:36:45,580 --> 00:36:52,460
and the concept of learning? As in, isn't all good play learning and all good play learning?
446
00:36:52,460 --> 00:36:57,660
I think I said the same thing twice, didn't I? Yeah, in both ways, right? So when you describe
447
00:36:57,660 --> 00:37:03,100
this concept of space, what I hear is, well, it's progressive education. I don't really need to add
448
00:37:03,100 --> 00:37:08,860
on anything to that to necessarily make it progressive ed. That is progressive ed. I think
449
00:37:08,860 --> 00:37:14,700
when some folks think about the emotional connection to play, they think of the word
450
00:37:15,260 --> 00:37:23,340
fun. And that's not necessarily true. Although games can be fun, games can also be very serious
451
00:37:23,340 --> 00:37:28,220
and rigorous and difficult and challenging and tackle like real problems. I've played everything
452
00:37:28,220 --> 00:37:32,780
from, you know, I'll play some like dumb game on my phone to pass 10 minutes because I'm bored. And
453
00:37:32,780 --> 00:37:38,780
it's like a quick dopamine hit to I'll play like Albion online or something like hardcore MMO and
454
00:37:38,780 --> 00:37:44,140
make a spreadsheet for hours and be doing like math calculations. And I'll end after like three
455
00:37:44,140 --> 00:37:48,380
hours thinking to myself, why am I doing this? But I'm like working. I'm working harder than I
456
00:37:48,380 --> 00:37:54,860
do on my day job playing this game. But yet I still continue to do it. The idea of this space,
457
00:37:54,860 --> 00:38:00,540
having these five core tenants, the space to play, being totally aligned with progressive education.
458
00:38:00,540 --> 00:38:07,660
Yes, it is. It's also completely aligned with playful education literature as well. It's also
459
00:38:07,660 --> 00:38:14,060
aligned with radical critical pedagogy literature. It's also aligned with general,
460
00:38:14,060 --> 00:38:19,580
good educational literature, which I just mentioned. So the idea that all of these things kind of
461
00:38:19,580 --> 00:38:25,740
coalesce, that is why I'm able to call it a ludic approach, because it does align with so many
462
00:38:25,740 --> 00:38:31,340
things. It's not only progressive literature, but it also aligns with play and play literature. So
463
00:38:31,340 --> 00:38:37,020
yeah, I think that having these just boiling all these core tenants down was a real kind of
464
00:38:38,060 --> 00:38:42,460
revolutionary thing for for mine and Jonathan's thinking on this topic of what is ludic teaching.
465
00:38:42,460 --> 00:38:46,460
Yeah, that there is no, there's nothing new. It's just only truth, right?
466
00:38:47,020 --> 00:38:52,540
What's exciting about that to me is that it gives you an example, right? Because the one of the major
467
00:38:52,540 --> 00:38:58,860
issues that you run into as a progressive educator is that the thing that you have to model on is
468
00:38:58,860 --> 00:39:03,980
either your own classroom experience, which tends to not be progressive, or perhaps like looking
469
00:39:03,980 --> 00:39:10,940
like Sudbury schools, but it's not accessible, right? I can't easily walk into a quote unquote
470
00:39:10,940 --> 00:39:16,860
progressive education classroom and feel it and see it understand what's going on. But again,
471
00:39:16,860 --> 00:39:22,380
pretty much everyone born in the last few decades plays video games actively or has played a game,
472
00:39:22,380 --> 00:39:27,820
and they can understand that. Like that's a super accessible thing for most folks to go play a board
473
00:39:27,820 --> 00:39:32,060
game or video game. We talk about this, but like this is getting into like semiotic domains of
474
00:39:32,060 --> 00:39:37,260
understanding teaching and learning through the domain of games and play and learning,
475
00:39:37,260 --> 00:39:41,180
and just making that realization that oh, hey, these are really similar, if not the same thing.
476
00:39:41,740 --> 00:39:49,020
So the question that you asked a few minutes ago about like, about fun, it's philosophical,
477
00:39:49,660 --> 00:39:57,580
it's remarkably hard to define what fun is and what play is. So in the book,
478
00:39:58,940 --> 00:40:06,540
and the work that we're doing right now is to try to talk about ludic by downplaying
479
00:40:07,500 --> 00:40:14,380
the what of games, like downplaying the technology in a way, and focusing more on the who
480
00:40:14,860 --> 00:40:20,140
and the how and the why. And so what we've what we've come back to, and this is this is this
481
00:40:20,140 --> 00:40:24,460
wonderful refrain of like, there's nothing new only truth that we're exploring in the book is that
482
00:40:25,580 --> 00:40:30,860
in 2004, like, like Mark LeBlanc and other people, they looked at different kinds of fun.
483
00:40:30,860 --> 00:40:35,420
And the things that you talked about were like, well, you could, you could play Pokemon or
484
00:40:35,420 --> 00:40:41,260
Animal Crossing, or Stardew Valley as just a pastime just to relax, it's fun to just like
485
00:40:41,260 --> 00:40:45,500
collect things and relax with your friends. Or you can play something that's incredibly hard,
486
00:40:45,500 --> 00:40:52,220
like people are playing Dark Souls, or, or are really like for the challenge. And underneath the
487
00:40:52,220 --> 00:40:57,740
umbrella of fun, there are both of these things, right? There are different types of fun that
488
00:40:57,740 --> 00:41:02,140
people like to have just like there are different ways that people like to learn, right? Like we
489
00:41:02,140 --> 00:41:07,980
can go out and we can do inquiry learning, or we can we can draw flashcards, we can we can do all
490
00:41:07,980 --> 00:41:16,700
these different things. I think if teachers start to think more about why their students might like
491
00:41:16,700 --> 00:41:21,820
to play games, and why they might like to engage with the world, and who their students are, and
492
00:41:21,820 --> 00:41:26,860
how they're going to use the games, I think the question of the what just sort of answers itself,
493
00:41:26,860 --> 00:41:33,580
right? Like we necessarily have to look at different interactive experiences to get at those
494
00:41:33,580 --> 00:41:38,060
goals. It's sort of backwards design, right? It's very hard. And I think it's, I think it's
495
00:41:38,060 --> 00:41:42,540
sort of a trap to say, I love Elden Ring, that's a great, that's a great game, we're going to play
496
00:41:42,540 --> 00:41:46,140
Eve online, we're going to do all this kind of stuff. And then we're going to sort of figure out
497
00:41:46,140 --> 00:41:52,140
what we can learn from that game. Is the sort of trap that people I think have fallen into, right?
498
00:41:52,140 --> 00:41:57,900
Like, Among Us is great, how are we going to use it? It's a recursive loop again, right? Like that's
499
00:41:57,900 --> 00:42:01,660
also something that we're talking about, like the Ouroboros, that's the snake eating its tail.
500
00:42:01,660 --> 00:42:06,060
I think from the other end of the spectrum is, I've got to teach Spanish
501
00:42:06,060 --> 00:42:12,220
tense. What's a good game to teach 10 Spanish tenses, right? That's another pitfall that people
502
00:42:12,220 --> 00:42:18,060
fall into, I think, though, it's not completely bad, though. Like, if if the goals are good,
503
00:42:18,060 --> 00:42:21,180
James, right? Like, that's, that's the thing we talked about as well. Like, if the goals are
504
00:42:21,180 --> 00:42:27,020
interesting, then you can start doing really interesting things like, let's say, high tech
505
00:42:27,020 --> 00:42:33,420
high, or some or request to learn, right? They've got these progressive goals. By going from the the
506
00:42:33,420 --> 00:42:41,420
why, then back to the how, and talking about who the students are, the what just makes sense then,
507
00:42:41,420 --> 00:42:44,460
right? Because you're going to be doing all these other pedagogical things around it, right? But if
508
00:42:44,460 --> 00:42:50,140
you said, I have to teach, I have to teach English one, I have to teach Spanish one, I need the
509
00:42:50,140 --> 00:42:55,580
students to learn 400 verbs by the end of the semester, you're going to go to Kahoot, you're
510
00:42:55,580 --> 00:43:01,660
going to go to class dojo, because that's the most efficient way to get people to drill the content
511
00:43:01,660 --> 00:43:06,380
that's been mandated by your administrator, right? If you don't have the freedom to play, you're going
512
00:43:06,380 --> 00:43:13,580
to the backwards design puts you in a bad place. It forces you to embrace a more radical pedagogy,
513
00:43:13,580 --> 00:43:18,220
though, because that's a perfect example of something that is not retained. It's short term
514
00:43:18,220 --> 00:43:23,260
results, and a behaviorist mindset, because it does well on testing, but does nothing to engage
515
00:43:23,260 --> 00:43:27,820
the learner over time. In the exact same way that I mean, I took eight years of Spanish, but also
516
00:43:27,820 --> 00:43:33,580
I've attempted to use Duolingo, which is ostensibly a flashcard app, right? That doesn't really teach
517
00:43:33,580 --> 00:43:41,020
you how to do that. But if you were to play a game that was in another language that was immersive,
518
00:43:41,020 --> 00:43:45,180
your chances of remembering that content beyond just flashcards is much higher.
519
00:43:45,820 --> 00:43:50,620
James James has just done that with tactics ogre. So James is a very proficient Japanese
520
00:43:50,620 --> 00:43:57,900
speaker, and he is now writing a paper where he played a quite hardcore tactics game in Japanese.
521
00:43:57,900 --> 00:44:02,540
He streamed everything. It's on his Twitch channel, and you can see him trying to unpack things.
522
00:44:03,180 --> 00:44:08,780
I'm still curious, like, what did you actually learn, James, from this progressive, humane,
523
00:44:08,780 --> 00:44:15,180
exploratory way of approaching learning Japanese rather than then grinding another, you know,
524
00:44:15,180 --> 00:44:20,300
100,000 words through Duolingo? This is the problem, too, the Chris that I'm sure you bought up
525
00:44:20,300 --> 00:44:25,340
against is that they have. It's really easy to show data from a more behaviorist agricultural
526
00:44:25,340 --> 00:44:30,940
model of farming students rather than creating a permaculture garden where people where everybody
527
00:44:30,940 --> 00:44:34,940
can be their wonderful flower and explore the things they want to learn. Because demonstrating
528
00:44:34,940 --> 00:44:41,340
what demonstrating that I'm poking you, right? Demonstrating what what students have learned
529
00:44:41,340 --> 00:44:47,580
through inquiry is much more challenging, right? It's much more challenge. I have actually a little
530
00:44:47,580 --> 00:44:52,140
pushback against that. See, I'm poking you because I want you to I want you to push back on this.
531
00:44:52,140 --> 00:44:59,900
It's because it's systems of education find themselves in many other monetary capitalistic
532
00:44:59,900 --> 00:45:05,820
economic systems that cause us to look at learning through one specific lens, which is traditional
533
00:45:05,820 --> 00:45:10,700
test score academics. Now, interestingly enough, we can make the argument that progressive education
534
00:45:10,700 --> 00:45:15,500
actually does increase test scores. We have that data. But as as you probably both know,
535
00:45:15,500 --> 00:45:20,940
there was the eight year study like way back in the day. This is what 70 years ago was the 1930s,
536
00:45:20,940 --> 00:45:28,460
I believe. And they looked at progressive schools and looked at things like college success rates,
537
00:45:28,460 --> 00:45:35,500
job academic job, job success rates, academics, even like life, like health risks and stuff like
538
00:45:35,500 --> 00:45:40,460
that. And they found across the board that progressive schools did better than their public
539
00:45:40,460 --> 00:45:44,140
school peers. Now, the data is a little skewed because you have to account for the fact that
540
00:45:44,140 --> 00:45:49,340
progressive schools tend to be richer kids, they tend to have more access to things, etc.,
541
00:45:49,340 --> 00:45:52,940
which speaks to the idea of education can't solve economic problems.
542
00:45:53,820 --> 00:45:59,740
Right. It's just the straight. It's education replicating class structures rather than right,
543
00:45:59,740 --> 00:46:04,460
there is not social mobility. Right. If people are stuck at a certain level, there's not social
544
00:46:04,460 --> 00:46:09,980
mobility either. Right. Right. But you can extrapolate the data and still find that kids
545
00:46:09,980 --> 00:46:17,340
who went to more affluent, typical public schools were more engaged, had more monetary success,
546
00:46:17,340 --> 00:46:21,100
and were happier and healthier, healthier people as a result of going to progressive schools.
547
00:46:21,100 --> 00:46:25,260
It's just like this has been studied time and time again, the research is all out there.
548
00:46:25,260 --> 00:46:31,260
It's just not nearly as clean. It's not clean. It's not clean because you write like because
549
00:46:31,260 --> 00:46:35,980
then you then you get the conflating factors of like, well, the parents are highly educated,
550
00:46:35,980 --> 00:46:40,060
and they're also feeding the kids better food like farm-free eggs or cage-free eggs again.
551
00:46:40,060 --> 00:46:44,540
Right. There are more books in their bedrooms. They're participating in different extracurricular
552
00:46:44,540 --> 00:46:50,780
activities. It's hard to look at that data and the social cultural factors around it.
553
00:46:50,780 --> 00:46:55,820
Right. I was even getting into like, the pedagogy isn't necessarily as clean. So speaking of like,
554
00:46:55,820 --> 00:47:03,900
the game element, it's a lot easier to just say Duolingo X into Y versus play immersive game in
555
00:47:03,900 --> 00:47:08,220
the class and everyone's doing something different. So it's like A, B, C, D, E, F,
556
00:47:08,220 --> 00:47:15,980
G, H, I, J into X. It's way more complicated. And I just wrote a paper in Ludic language pedagogy
557
00:47:15,980 --> 00:47:20,060
about like the methods, the materials and the mediation where I had 60 students.
558
00:47:20,060 --> 00:47:24,620
We all played the same game and students were exploring like, well, I'm going to teach with
559
00:47:24,620 --> 00:47:28,380
this game or I'm going to look at the language of this game or the cultural models. And it's just
560
00:47:28,380 --> 00:47:33,980
like, as a teacher, I have to do different things and I've got 60 students doing different things.
561
00:47:33,980 --> 00:47:38,780
And so I have to structure it as a sort of portfolio based class. And I have to have students
562
00:47:38,780 --> 00:47:43,580
demonstrate their own learning and reflect on things. I didn't give them a vocabulary test.
563
00:47:43,580 --> 00:47:49,420
I don't know how many words they learned, but I can show 20 groups, beautiful,
564
00:47:49,420 --> 00:47:55,660
transformative journeys through this class. Let's pull this slightly back then. Right. So the idea
565
00:47:55,660 --> 00:48:01,580
of, well, what did you learn from Tactics Ogre, James? Okay. I played a game. Did I learn anything?
566
00:48:01,580 --> 00:48:08,460
If I had just studied vocabulary via flashcards, I would have quote unquote, learnt more content
567
00:48:08,460 --> 00:48:14,780
in the time that it took me to play Tactics Ogre. But the level that I retained that information
568
00:48:15,900 --> 00:48:21,420
would probably be a lot less than the words that I learned by playing this game. So it's a kind of
569
00:48:21,420 --> 00:48:27,020
quantity versus quality argument here. Right. Really quick interjection. That is mirrored in
570
00:48:27,020 --> 00:48:32,700
how they study progressive education in regards to tests. Whenever students take tests, they tend to
571
00:48:32,700 --> 00:48:38,140
do the same or better on state tests, et cetera. But folks that go through progressive pedagogy
572
00:48:38,780 --> 00:48:44,300
get more complex answers correct. So they are worse at the rote memorization questions. Like,
573
00:48:44,300 --> 00:48:49,820
what does this word mean? But they're way better at what is the theme of this passage or something
574
00:48:49,820 --> 00:48:55,340
like that. Interpretation, critical thinking, these measures. That's great. So the problem
575
00:48:55,340 --> 00:49:00,220
here, we're going to go pessimistic though now, unfortunately, is that the thing that
576
00:49:01,020 --> 00:49:06,380
my universities, well, I spoke to Chris outside of this podcast about it. For example, the
577
00:49:06,380 --> 00:49:11,660
university entrance exam in Japan, or maybe the SATs, something in the States, what they're looking
578
00:49:11,660 --> 00:49:20,780
for is that quantity over quality. So you could say that even though my experience of learning that
579
00:49:20,780 --> 00:49:27,820
way was good for me, and I learned things in a deeper way, I didn't get actually as much as I
580
00:49:27,820 --> 00:49:33,980
could have done if I just did flashcards, which is the thing that is valued by universities and
581
00:49:33,980 --> 00:49:39,980
higher education. So that's a huge problem I see. Right. You work in the systems that you find
582
00:49:39,980 --> 00:49:44,380
yourself in and you push in any way that you can on the systems that you can influence.
583
00:49:45,180 --> 00:49:53,020
The trouble that we run into is that the folks internalize the message that, yes, I should work
584
00:49:53,020 --> 00:49:59,100
to change the systems that I have control over. But their interpretation of what systems they have
585
00:49:59,100 --> 00:50:05,660
control over is heavily skewed in the sense that they could be taking much bigger risks and changing
586
00:50:05,660 --> 00:50:09,420
much bigger systems. They just don't know it because they haven't tried. They've limited their
587
00:50:09,420 --> 00:50:17,020
own potential. This hits directly onto the idea of play and what is play. There's a few definitions
588
00:50:17,020 --> 00:50:22,220
of play. The one that me and Jonathan are using in our book that we're writing is from Ian Bogost,
589
00:50:22,220 --> 00:50:32,380
which is to manipulate a system towards gratifying experiences. So it's manipulating constraints
590
00:50:32,380 --> 00:50:39,020
within constraints. For teachers then, they need to know what their constraints are in order for
591
00:50:39,020 --> 00:50:46,220
them to be able to make this space to play. So the more cognizant they are of the constraints
592
00:50:46,220 --> 00:50:51,100
that they find themselves within, hopefully the more that they can actually push back on those
593
00:50:51,100 --> 00:50:55,580
boundaries towards generating these gratifying experiences, which I think we're both talking
594
00:50:55,580 --> 00:51:01,260
about from a play angle and from a progressive education angle as well. Right. It is really
595
00:51:01,260 --> 00:51:06,300
about literacy, right? It's very much about literacy of understanding what your constraints are
596
00:51:06,300 --> 00:51:11,340
and how you can use a ludic approach to push back on those constraints and to continue to
597
00:51:13,340 --> 00:51:18,220
make or take more freedom, right? I love what Chris said about you do what you can
598
00:51:18,780 --> 00:51:24,060
as the nature finds a way or the water goes through the cracks sort of approach of.
599
00:51:25,580 --> 00:51:31,100
Just a really simple example, there's a teacher that I was working with a couple of years ago
600
00:51:31,580 --> 00:51:39,980
and there was a mandated textbook in the curriculum and he had gotten through the
601
00:51:39,980 --> 00:51:43,740
textbook a little bit quicker and there were a couple of weeks left in the class and he came
602
00:51:43,740 --> 00:51:48,780
to me and said, what do I do? And literally he didn't know what to do with three weeks.
603
00:51:49,420 --> 00:51:54,380
He could have, for me, it's like, oh wow, I'll do a mini project, right? I'll have students go
604
00:51:54,380 --> 00:51:59,740
like do some mini inquiry research or I'll have them make a podcast or I'll have them just stand
605
00:51:59,740 --> 00:52:02,780
up and talk about like what makes you happy. I don't know. They just do something nice for
606
00:52:02,780 --> 00:52:08,220
a couple of weeks and I just said, but because of his literacy, I'm just like, well, just do a
607
00:52:08,220 --> 00:52:12,780
couple of the chapters again, like just do a little bit of repetitions, right? Like ask the students
608
00:52:12,780 --> 00:52:17,740
which chapters they had trouble with and just do those chapters again. He didn't know that he could
609
00:52:17,740 --> 00:52:21,260
do the textbook again, right? He had thought that he had just gone through all the content
610
00:52:21,820 --> 00:52:29,500
and now his job was done and he was totally lost. I think what's really cool about this specific
611
00:52:29,500 --> 00:52:36,220
line of thinking surrounding progressive pedagogy is it does give a very tangible way to start,
612
00:52:36,780 --> 00:52:43,260
right? If you go on YouTube and you type in like me, like if you type in my name, okay,
613
00:52:43,260 --> 00:52:48,140
one of the first things that you'll find is me talking about the benefits of a badging system
614
00:52:48,140 --> 00:52:55,180
from like 14 years ago because I didn't know what I was doing, right? I integrated an XP system.
615
00:52:55,180 --> 00:52:59,900
It was like my second year teaching. I did all of these really dumb things and I went through
616
00:52:59,900 --> 00:53:07,260
a master's program where I was taught Jereau and hooks and Ferrari. I learned the critical pedagogy.
617
00:53:07,260 --> 00:53:13,260
I did all this stuff and it still didn't resonate. And that's a wonderful transition into something
618
00:53:13,260 --> 00:53:18,460
that I stumbled into as well. We teach language in Japan, James and I, and we teach a lot of
619
00:53:18,460 --> 00:53:24,300
conversation classes and so you ask students like, so, hi Taro, how are you today? I'm fine,
620
00:53:24,300 --> 00:53:28,780
thank you. And you? I'm fine. What'd you do this weekend? Watched a movie? Okay, go sit down,
621
00:53:28,780 --> 00:53:36,860
right? Instead of that, I take now like a week, like also 90 minutes a week, I have classes 90
622
00:53:36,860 --> 00:53:42,780
minutes a week. We take a period or two just to get to know each other. And I ask much more
623
00:53:42,780 --> 00:53:48,460
different questions like, who are you? What are your superpowers? What are you afraid about? What
624
00:53:48,460 --> 00:53:53,580
are you afraid of in this class? Like what would you not like to do in this class? If you had three
625
00:53:53,580 --> 00:53:57,820
hours of time, what could I help you with? It's what you just said, like it's very human of,
626
00:53:58,860 --> 00:54:05,420
are you happy? And are you healthy? And who would you like to be in the future? And how can I get
627
00:54:05,420 --> 00:54:09,180
you there with the limited time that we have in this class? I've only got to meet you for
628
00:54:09,180 --> 00:54:14,940
22 hours, 22 and a half hours, I can give you 10 hours of homework, another constraint. What can
629
00:54:14,940 --> 00:54:19,260
I do in the 30 hours I'm going to be with you? And by starting with that human perspective of,
630
00:54:19,260 --> 00:54:24,940
this is who we are, this is who we want to be. Students do remarkable things, like amazing
631
00:54:24,940 --> 00:54:33,660
projects, like my students are like, redesigning the toilet systems to be more humane towards
632
00:54:33,660 --> 00:54:39,420
international people in Japan, right? Because the length of the language barrier, or they are trying
633
00:54:39,420 --> 00:54:45,340
to revitalize areas of Japan because of its declining population and aging population,
634
00:54:45,420 --> 00:54:49,740
like the downtown areas are just becoming wastelands. And so I have students going in
635
00:54:49,740 --> 00:54:54,460
and like talking to shop owners and saying, what can I do for you? I mean, I'm a student,
636
00:54:54,460 --> 00:55:00,460
right? I teach them, these are the magic words, like I am a student. It's just the magic word,
637
00:55:00,460 --> 00:55:05,340
like people will help them. If they say I'm a student and I want to do something, it's just like
638
00:55:06,540 --> 00:55:08,780
lightning in a bottle and people start talking to them.
639
00:55:08,780 --> 00:55:12,140
I was going to say, how do you tie that to ludic pedagogy?
640
00:55:12,220 --> 00:55:18,380
This idea of agency and interaction, like the way that I used to teach classes was much more
641
00:55:18,380 --> 00:55:23,100
teacher-fronted, right? All right, here's the textbooks, open your book to page 17,
642
00:55:23,100 --> 00:55:28,860
all right, here's the dialogue that you've got to read, okay, person A, person B, now switch,
643
00:55:28,860 --> 00:55:33,020
let's pull some vocabulary out, let me drill you a little bit. And so now it's much more about,
644
00:55:33,820 --> 00:55:39,500
that is interaction, right? From a very behaviorist language perspective, a
645
00:55:39,500 --> 00:55:44,780
cognitive perspective, that is effective teaching, right? The students are interacting with each
646
00:55:44,780 --> 00:55:50,620
other, they're outputting. But for me now, I'm reframing the agency and the interaction
647
00:55:50,620 --> 00:55:56,380
to be much more of saying, you've got the freedom to do anything you want in this class, pretty much.
648
00:55:56,380 --> 00:56:02,780
Yeah, okay. So can I tie this into the playground metaphor then? So the idea of teaching
649
00:56:03,740 --> 00:56:07,740
as a playground rather than a game, I'm going to presume then, Jonathan, you've set up some
650
00:56:07,820 --> 00:56:12,860
kind of constraints for the students, you have to do a project, you will be graded on this project,
651
00:56:12,860 --> 00:56:18,540
you must evidence your learning on this project, that is the jungle gym that you have created,
652
00:56:18,540 --> 00:56:22,860
and then you've given students the space there to actually play with it how they want to on their
653
00:56:22,860 --> 00:56:28,540
terms. But we went through a curriculum reform process about four or five years ago, I was part
654
00:56:28,540 --> 00:56:33,020
of the decision-making team, and I said, like, we really need to have a project-based learning
655
00:56:33,740 --> 00:56:38,540
curriculum to this department. In Japan, not enough schools have a PBL class,
656
00:56:39,100 --> 00:56:46,060
I think I can put together a project-based learning curriculum. The dean was on board,
657
00:56:47,820 --> 00:56:55,180
and we got a new hire to help me put together this project-based learning curriculum.
658
00:56:55,180 --> 00:57:00,780
Okay, so this was like through the institution of, there was a window for curriculum reform,
659
00:57:01,020 --> 00:57:04,460
you have the conversation with people, right? Hey, we're going to reform the curriculum,
660
00:57:04,460 --> 00:57:08,540
what should we do? And another person might have said, well, we need to have more conversation
661
00:57:08,540 --> 00:57:13,500
classes, we need to have more flashcard learning, we need to have more test prep. I said, we need
662
00:57:13,500 --> 00:57:17,660
to have more inquiry learning, and I think I can put together a decent project-based learning
663
00:57:17,660 --> 00:57:24,860
curriculum. So conversations with the department, drafted syllabi, which were negotiated with the
664
00:57:24,860 --> 00:57:30,460
dean, got a new hire who was totally on board, hired for this position, and we continue to play
665
00:57:30,460 --> 00:57:38,060
around with, what is it like, what's the seven habits of highly effective people, that's in the
666
00:57:38,060 --> 00:57:44,380
first year course, all this kind of stuff. And so we do, we have a syllabus, and it's rigorous,
667
00:57:44,380 --> 00:57:49,500
right? Students have to keep learning diaries, there are multiple critiques that have to be handed
668
00:57:49,500 --> 00:57:55,420
in, there's transformative reflections at the end of the semester, they have to write an exit memo
669
00:57:55,420 --> 00:57:59,820
to the next year's class, they have to document their learning, they have to write reports in
670
00:57:59,820 --> 00:58:03,660
their second language, their first language, and their third language to get extra credit,
671
00:58:03,660 --> 00:58:10,140
like it's this, and it just, and it just snowballs, right? I'm going to spend about an hour today
672
00:58:10,140 --> 00:58:17,420
revising it for next semester to add in more of this space. Now that I've started this process,
673
00:58:17,980 --> 00:58:22,220
I can add in more things. So instead of me checking the diaries, I'm also going to have
674
00:58:22,220 --> 00:58:26,460
them peer checking each other's diaries and giving comments to other people. I'm going to buddy them
675
00:58:26,460 --> 00:58:32,300
up, right? So that they can buddy up with different people each week to sort of peer
676
00:58:32,940 --> 00:58:41,340
feedback on their learning diaries, right? So that's how I was able to think about my constraint,
677
00:58:41,340 --> 00:58:45,340
which I could not have taught this class 10 years ago under the constraints that I had at the time,
678
00:58:46,060 --> 00:58:52,380
but now I'm taking more and more, approaching things in a very ludic way. We don't use games,
679
00:58:52,380 --> 00:58:57,980
we don't use games in this classroom, but it's incredibly ludic, right? Like, and by, right,
680
00:58:57,980 --> 00:59:02,540
I do show them examples of games, like, for example, the fun theory, like the piano stairs,
681
00:59:02,540 --> 00:59:07,020
right, or the world's deepest garbage bin, or this kind of stuff.
682
00:59:07,020 --> 00:59:11,740
Which would not fit, just as a disclaimer, that would not fit under a game-based learning approach.
683
00:59:11,740 --> 00:59:17,580
The fun, okay, I could sell that as a game-based, and when I taught a graduate level class at NYU,
684
00:59:18,380 --> 00:59:21,980
it was a games and education class, and I showed all kinds of crazy stuff,
685
00:59:21,980 --> 00:59:28,060
right? Like, I showed the Pac-Manhattan, that was the year before me, right? So they dressed up as
686
00:59:28,060 --> 00:59:32,300
Pac-Man and ran around the streets of Manhattan. So, right, somebody dressed up as Pac-Man,
687
00:59:32,300 --> 00:59:35,420
someone was like, four people dressed up as ghosts, there was a command center where they were on
688
00:59:35,420 --> 00:59:40,940
cell phones, and because Manhattan looks like around Washington Square Park, it looks like
689
00:59:40,940 --> 00:59:47,100
the Pac-Man board, so they played Pac-Manhattan. They built and run Pac-Manhattan, and nobody got
690
00:59:47,100 --> 00:59:50,700
killed by a taxi. It was remarkable. Pulling that back, a huge part of the work that we do
691
00:59:50,700 --> 00:59:57,660
at HRP, and I also find it in that space acronym you have, is this idea of purpose finding,
692
00:59:57,660 --> 01:00:01,980
going on a life's journey, having a purpose. It's not necessarily that you ever even meet that
693
01:00:01,980 --> 01:00:07,660
purpose or know what it is. It's the fact that you are on constant track of figuring out who it is
694
01:00:07,660 --> 01:00:13,340
that you are, who you are on that journey. It's the classic statement, it's about the journey,
695
01:00:13,420 --> 01:00:20,300
not about the destination. The dream or the lofty goal of folks who think about education in a very
696
01:00:20,300 --> 01:00:28,940
human-centered way, see life as ludic. Work is ludic. School is ludic. The way that I interact
697
01:00:28,940 --> 01:00:35,340
when I wake up and I go to bed is ludic. Because if we get away from that word of fun and move
698
01:00:35,340 --> 01:00:41,980
towards these ideas of agency, choice, purpose, these are things I would want to be doing all the
699
01:00:41,980 --> 01:00:46,940
time. These are not things I reserve for the classroom. These aren't things that I reserve for
700
01:00:47,660 --> 01:00:53,740
the office. These are things I want to be doing 24 hours a day, every single day a week.
701
01:00:54,700 --> 01:01:00,140
I can't help but think about folks who are elderly, who have gone through a traumatic
702
01:01:00,140 --> 01:01:04,940
experience, like a near-death experience, etc. They talk about this idea of childhood wonder,
703
01:01:04,940 --> 01:01:10,860
childhood joy, embracing who you were as a kid. I'm just curious about your thoughts on how you
704
01:01:10,860 --> 01:01:16,540
see ludic, even beyond ludic learning, just ludic as a concept universally.
705
01:01:18,380 --> 01:01:21,820
When I have the time to do that, for example, my thesis center, I see them for two years.
706
01:01:22,780 --> 01:01:30,700
We spend time talking about who they are and who they want to be. I don't poke holes in their
707
01:01:30,700 --> 01:01:37,100
dreams, but I definitely push back a little bit when they're like, I really want to be a YouTuber.
708
01:01:38,060 --> 01:01:43,180
And knowing what I know about games and about media, Quintin Smith from Sharp and Sit Down gave
709
01:01:43,180 --> 01:01:48,460
a talk at an elementary school about how many of you watch YouTubers? And they're like, yeah,
710
01:01:48,460 --> 01:01:51,980
all the kids raise their hand. How many like YouTubers? Oh, they all raise their hand. How
711
01:01:51,980 --> 01:01:55,260
many of you want to be YouTubers? All raise their hand. And he's like, all right, let me break it
712
01:01:55,260 --> 01:02:01,180
down for you. You make one video, you love it. It's great. You're on top of the world and that
713
01:02:01,180 --> 01:02:05,020
video gets a bunch of likes. Guess what? You got to do it again tomorrow. And then the day after
714
01:02:05,020 --> 01:02:11,020
that and then the day after that and then the day after that. And so like the reality of
715
01:02:12,300 --> 01:02:19,500
what seems like fun can pretty soon turn into something that's not meaningful or whatever.
716
01:02:19,500 --> 01:02:22,860
And so when my students say like, I want to be a YouTuber or I want to work at a hotel,
717
01:02:23,420 --> 01:02:27,260
we start to talk about like the design of gratifying experiences that James talked about
718
01:02:27,260 --> 01:02:31,980
earlier. And we do spend some time Googling like, what are the most rewarding careers and
719
01:02:31,980 --> 01:02:37,420
why might they be rewarding? And consistently, teaching is on there, even though it's not like
720
01:02:37,420 --> 01:02:43,500
a highly paid job, because some teachers do they get a lot of meaning, right? Again, the safety,
721
01:02:43,500 --> 01:02:49,340
right? Participation with students and agency and critical like, like some, you know, and then like
722
01:02:49,340 --> 01:02:54,540
other jobs pop up, like, for example, radiologist or a dental hygienist or a physical therapist or
723
01:02:54,540 --> 01:03:01,500
something like that, grief counselor, because they it does embody the sort of these ludic
724
01:03:01,500 --> 01:03:07,500
principles of relating to other people and a challenging job and interacting with people,
725
01:03:07,500 --> 01:03:13,500
right? And so even though those jobs might not be fun, they're incredibly
726
01:03:15,260 --> 01:03:20,380
ludic, right? Because it contains all this space in which you're human and you relate to other
727
01:03:20,380 --> 01:03:27,180
people. And so I do like to try to reframe students understandings of society using this
728
01:03:27,180 --> 01:03:35,740
sort of ludic unpacking model. What do you think about this concept of reframing ludic learning
729
01:03:35,740 --> 01:03:43,740
towards the idea of ludic living, quite literally expanding and broadening the term beyond,
730
01:03:43,740 --> 01:03:50,220
like, is ludic just a substitute for a good life, as opposed to is ludic just reserved for a
731
01:03:50,220 --> 01:03:56,620
classroom or learning space? So in earlier draft of the book, we played around, you know, like
732
01:03:56,620 --> 01:04:01,340
there's life is a game, right? And you can reframe, you can, right, you can reframe games as like,
733
01:04:01,340 --> 01:04:07,100
right, there's a system of inputs and outputs and the stratified outcomes and the actions that we
734
01:04:07,100 --> 01:04:12,380
take. It's a machine, right? I wrote a paper in college with, you know, like on diets as being
735
01:04:12,380 --> 01:04:18,540
games. And we specifically steered away from that, right? We didn't want to say school is a game,
736
01:04:18,540 --> 01:04:22,380
life is a game, because I think whenever you start to do that, it does start to get very
737
01:04:22,380 --> 01:04:28,540
behavioristic, right? Of inputs and quantified. It already is. It already is, right?
738
01:04:28,540 --> 01:04:30,940
Soterios Johnson God, let's not get too far into this. But like,
739
01:04:30,940 --> 01:04:36,300
if we want to start diving into like ideas of like capitalist realism, or into like, who's defining,
740
01:04:36,300 --> 01:04:40,860
who's defining the game? If that if we're saying life is a game, well, it's not my game,
741
01:04:40,860 --> 01:04:43,900
it could be a game. But if I'm not the one that designed it, who cares?
742
01:04:43,900 --> 01:04:47,740
I'd like to talk about like Animal Crossing and Pokemon with my students because not because
743
01:04:47,740 --> 01:04:53,340
Pokemon is a good game. I don't think I like I don't like it. But I think Nintendo is playing
744
01:04:53,340 --> 01:04:58,380
the game, right? We are that we are that we are the pieces that Nintendo is playing so that they
745
01:04:58,380 --> 01:05:03,820
make profit and continue reselling Pokemon to the next generation for the next, you know,
746
01:05:03,900 --> 01:05:05,500
however long capitalism lasts.
747
01:05:05,500 --> 01:05:12,780
I think that yeah, if life is a game, if life is a game, it does, it does mean that there's
748
01:05:12,780 --> 01:05:17,260
going to be winners and losers and scores and leaderboards, right? And, and so sometimes,
749
01:05:17,900 --> 01:05:23,740
the difference between that and free play is that isn't it just nice to not worry about scores
750
01:05:23,740 --> 01:05:29,420
occasionally and and just have like a more interesting experience. So I think that that's
751
01:05:29,420 --> 01:05:33,500
that's the problem with schools as they are, they are currently designed as games, right? They are
752
01:05:34,300 --> 01:05:39,900
set up for winners and losers. It's highly competitive, essentially, right? So I think
753
01:05:39,900 --> 01:05:45,420
that having a ludic approach to learning and life is that just taking the focus off that slightly
754
01:05:45,420 --> 01:05:49,420
and thinking about what's the best kind of experience I want to have in my classroom.
755
01:05:50,300 --> 01:05:56,140
For example, thinking about grades, then again, I tell students in my presentations class that
756
01:05:56,140 --> 01:06:00,780
don't worry, whatever you do, you're going to pass the class, right? Don't worry about your grade.
757
01:06:00,780 --> 01:06:05,420
I'm very open with them. It's like, I would like you to take risks and challenge yourself and do
758
01:06:05,420 --> 01:06:10,460
things that are, you know, more, you know, connected to societies, I have them go out
759
01:06:10,460 --> 01:06:16,780
and do field work and, and, you know, collect some real data from real people, rather than them
760
01:06:16,780 --> 01:06:19,820
trying to play it safe, because they're worried about the score that they might get at the end of
761
01:06:19,820 --> 01:06:25,100
the year of the year. So I think that a ludic approach to teaching and living is definitely
762
01:06:25,100 --> 01:06:28,860
something that we should be striving for. Yeah. It's true more broadly as well. Like, if you're
763
01:06:28,860 --> 01:06:33,500
talking about raising money as a corporation, it tends to be the folks who think outside the box,
764
01:06:33,500 --> 01:06:38,380
who don't think about making money, end up actually creating the most creative products that might
765
01:06:38,380 --> 01:06:43,020
in turn actually create more money in the exact same way that people that don't focus on grades
766
01:06:43,020 --> 01:06:48,060
actually tend to get higher grades. They study like grading orientation versus learning orientation.
767
01:06:48,060 --> 01:06:52,940
People who don't focus on grades get higher grades, which is deeply ironic.
768
01:06:52,940 --> 01:06:56,140
Yeah. Okay. So, so I think it gets, it gets back to what James said about like,
769
01:06:57,100 --> 01:07:01,260
ludic being about the design of gratifying experiences, right? And that's different for
770
01:07:01,260 --> 01:07:06,060
everybody, right? What's gratifying to Chris is, is different than what's gratifying to James is
771
01:07:06,060 --> 01:07:11,260
different. What's gratifying to me, right? And, but I think you can start to have those humane
772
01:07:11,260 --> 01:07:17,180
conversations with students and peers about whether or not you are living a gratified,
773
01:07:17,180 --> 01:07:22,460
gratifyingly successful life and what's missing or what you might like to change. And then,
774
01:07:22,460 --> 01:07:27,740
and then it is a journey, right? Of, of talking to students. I mean, if a teacher would walk into a
775
01:07:27,740 --> 01:07:33,500
class and be able to have the trust, and in one of my classes, I do start the class by saying like,
776
01:07:33,500 --> 01:07:37,180
I trust you that you're going to do the work and I want you to trust me. And I want you to say it
777
01:07:37,180 --> 01:07:42,700
out loud, right? Because if we don't have trust, this class is for nothing, right? I don't, I can't
778
01:07:42,700 --> 01:07:49,580
trust you to go out and take pictures of garbage cans or something. If, if I, if I don't trust you,
779
01:07:49,580 --> 01:07:52,300
right? Because you could just get them off the internet and have, and then you just cheat your
780
01:07:52,300 --> 01:07:56,140
fieldwork, right? So if we do start to have that trust and talk about gratifying experiences and
781
01:07:56,140 --> 01:08:02,860
starting to have a ludic life, then I think that is the foundation for, for better education and,
782
01:08:02,860 --> 01:08:08,220
and, and, and a better life. I struggle with it for sure. Like whenever I go to the cabin,
783
01:08:08,220 --> 01:08:13,180
I like to reflect on like, how's my life going? And I was late to the podcast this morning because
784
01:08:13,180 --> 01:08:17,580
I rode, I have a running machine in my office and I just needed to get some stress out, even though
785
01:08:17,580 --> 01:08:23,020
I'm sick. I knew that would be better for my body tomorrow and the day after if I, if I did some
786
01:08:23,020 --> 01:08:30,140
cardio this morning, right? So yeah, it's not always fun. I have a cold and I'm, and I'm rowing
787
01:08:31,340 --> 01:08:35,820
in the morning, right? In the, in the, in the Japanese summer, like it's not a good time,
788
01:08:35,820 --> 01:08:43,020
but tomorrow will be better. Games are good, but teachers are better. So you gotta have,
789
01:08:43,020 --> 01:08:47,100
you gotta have the pedagogy. It's not just about the games. Focus on what you can do as a teacher
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01:08:47,100 --> 01:08:53,260
rather than what the game can do for you. Thank you again for listening to our podcast
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01:08:53,260 --> 01:08:57,020
at Human Restoration Project. I hope this conversation leaves you inspired and ready
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01:08:57,020 --> 01:09:01,340
to start making change. If you enjoyed listening, please consider leaving us a review on your
793
01:09:01,340 --> 01:09:06,300
favorite podcast player. Plus find a whole host of free resources, writings, other podcasts,
794
01:09:06,300 --> 01:09:13,500
all for free at our website, Human Restoration Project Network. Thank you.