Keywords
Play, Simulation, Games,
Constructivism, Science communication
Introduction
Even while science educators
often advocate fun in science, at times these efforts are disparaged
as just 'amusement' with little value for authentic science
learning. The questions; do games and fun activity result in any
learning outcome, and if so, what are its theoretical basis; is of
importance to science communicators. Traditionally, work and play
are considered to be diametrically opposite activities, one leading
to productive outcome and the other mere amusement. Consequently,
play and learning are often treated as being opposed to each other.
Patently, humans are not just Homo sapiens, but also Homo
ludens; nonetheless, often this aspect is overlooked when
considering how human beings acquire knowledge. This paper attempts
to focus on the role of ‘play’ in acquisition of knowledge and
presents a brief theoretical basis of the role of plays in learning
process. Some typologies of plays are also described; their
functions thus illustrated.
Play and teaching
science: a brief historical overview
Puzzles, paradoxes and
riddles involving mathematical concepts occupy an important part of
mathematical literature. In India they are available in abundance
and in varied forms and importantly are part of the heritage and
culture. In a traditional society, villagers, after their strenuous
day’s work, used to come together in a common place to participate
in fun making and recreational activity that included exchange of
paradoxes, puzzles, riddles, many of which involve mathematical
complexities.
‘Leelavati,’ a classic
Indian text of 1100 AD, presents problems in mathematics not as
rigorous but as recreational. Albeit, the fable states,
Bhaskarachaya-II, to cheer up his widowed daughter Leelavati,
composed the text. Riddles, puzzles and fabrication of amusing
paradoxes, appear to be frequently used T/L tool in mathematics in
particular through the oral culture.
The use of toys and kits in communicating
basic concepts of modern science and technology actually dates way
back to Victorian period. Scientific lecture demonstrations to
literate audiences from about 17th century AD in Europe set a
pattern for the demonstration of the fundamentals of science that
frequently resorted to use of 'toys'; and is quite understandable
considering it is during this period quite a many counter intuitive
concepts were advocated in science, in particular modern physics.
Some of these set pieces used by the early lectures passed into
recreational use during the Victorian period, and became toys in the
twentieth century. Science popularisers during the Victorian period
attempted to instruct weird concepts of modern science through
amusement. Their skill was to show that the strange and fearful can
be readily explained, and so they appealed to impressionable adults
in the eighteenth century, to youngsters in the nineteenth, and to
school children in the twentieth.
Education and amusement go
so closely together that it is not surprising how many of the pieces
of demonstration apparatus used in the eighteenth century lectures
were the direct forerunners of toys and amusements made for children
and family entertainment in the Victorian period. A child's spinning
top is almost as old as play itself, but the demonstration of the
gyroscope provides an explanation of the dynamics behind the top's
motion, and also that of the Earth. The facts of dynamic motion may
be absorbed by a child through watching a gyroscope, or he may
simply be fascinated to watch it, and try to make it spin evenly.
The 'Drinking Duck' is based on the
thermoscope of Galileo. The way in which yesterday's science so
often becomes today's recreation does not make it any the less
scientific. Indeed, much scientific, and makes amply clear that how
knowledge is absorbed consciously or unconsciously through play.
Table 1 : Traditional
assumptions of play and learning
Play and learning process
A desire to play and in
tandem learn, is a fundamental part of human psychology and is a
potentially powerful resource innate in children. Consequently, from
early childhood, we learn through play, which at a later stage may
be disparaged as recreation or hobbies. The obsession with rote
learning as well as the privilege the society places on 'quick
recall' of inane information further reinforce this trend of looking
down upon the playful exploration of the world around us. The
premium the society places on various kinds of 'entrance tests'
whose kernel is 'memorisation' of fragmented information further
buttress this mania. However, for discovering how the natural world
works, that is, in basic science, in short for inculcation of
'scientific creativity' a distinctly different type of attitude is
required.
Celebrations of playful
exploration are prolific in the autobiographical essays of many
contemporary scientists (particularly those who do not wish to
present themselves as stiff faced); and Richard Fyenman is an
exemple. 'I could solve my most complex problems in Physics if I had
not given up the ways of thinking common to children at play' argued
J. Robert Oppenheimer further evidencing the postulate.
In fact, playful exploration
is not just an attitude required for higher scientific creativity,
but is indeed a strategy adopted by almost everyone to come to terms
with novelty. Play is undoubtedly a mechanism by which humans and
animals explore a variety of experiences in different situations for
diverse purposes. For example, a good number of people who buy new
equipment such as video or washing machines would rather prefer 'to
play' with the controls and functions than to actually read the
operation manual verbatim. Humans often prefer to come to terms with
novelty or familiarise themselves with new things through ‘hands-on’
experience. This experience of a real situation
with a real purpose normally leads to the intuitive understanding of
the operations of instruments and machines, which is reinforced
subsequently by reference to the manual and consolidated by
practice.
The proliferation of science based toys and
kits during the early Victorian England may be dismissed as mere
amusement and not as use of science and technology in any
significant way for development. Considering the incredible and the
spectacular brought before the public eye (such as vacuum,
electricity, microscopy, etc.) by the developments in science during
the eighteenth century, the very fabrication of toys for amusement
could alternatively be seen as an attempt by the 'public' in coming
to terms with the new reality domains.
Perspectives of play
Play is a way of thinking
and a vehicle for intuitive or metaphorical mind. It is a useful
tool of teaching /learning process not only in a formal learning
setting but also in informal learning institutions. For
illustration, even mere process of collecting is a type of ‘play’.
It is interesting that there are many similarities between the
seemingly non-serious (not always!) play and serious collecting.
Piaget's theory of play is
premised on the principle that ‘to know or to understand is to
transform reality and to assimilate it to schemes of
transformations’. According to this premise, interaction and doing
things are the most important factors in the learning situation.
Real learning and understanding is possible only when a person is
allowed to manipulate and interact with the environment. This active
process of learning is the basis of the science centre interactives
or hands-on activities.
Adaptation, at all stages of
learning – be it a child or adult – involves two very important
processes that operate simultaneously – accommodation and
assimilation. Assimilation is the process by which a child
internalises external observations and fits them into his or her
schemata. However, not all external observations would fit with the
previously held schemata and the learner is bound to face a conflict
between
his/her schemata and the external observations. Accommodation is the
process by which learner come to terms with the external conflict in
ideas and accept that the conflict is due to deficiency in his or
her own internal mental structure and changes it. It is the dynamic
equilibrium between the two fundamental processes that keeps the
organism (the child or adult) developing.
It is evident that ‘play’ is
a sort of state in which assimilation of external reality to
pre-existing concepts are dominant over accommodation. However,
‘imitation’ is dominant when accommodation to external reality is
dominant over assimilation. For instance a coming to terms with
novelty often requires more of assimilation and not accommodation;
but children coming to terms with ‘family’ or ‘school’ in their
tender years are comfortable with ‘plays’ which imitate their
emotional surroundings.
Therefore, as assimilation
is an aspect of all behaviour, every behaviour has at least some
play like aspects; there are only more or less playful behaviours
rather than play or non-play behaviours
Theories of learning
highlight that, a person has action capabilities, that is, skills,
and the activity poses opportunities, that is, challenges. When a
person believes that the challenges are too demanding for his or her
skills, the resulting stress is experienced as anxiety; this anxiety
reduces to worry if the level of challenges is reduced.
When skills are greater than
the challenges posed, a state of boredom results; this state again
fades into anxiety when the skills are too much as compared to the
challenges. The state of flow (of learning or skill) is felt only
when the challenges are in balance with the person's skills; the
experience is autotelic.
Discussion : play, games
and simulations
Though play, games and simulations are often
used interchangeably, one can discern an increasing educational
rigour from play to games to simulations. The working definition of
play is a behaviour used during the development of children to learn
about their environment (physical and social) which also results in
enjoyment. Whereas games though are like play, except that they
usually have an end, a closure and culmination. Games also have
rules to be observed and they have to be strategically deployed to
‘win’ or accomplish the culmination. Simulation on the other hand is
the imitation of conditions, pretending to have or to be something.
They are detailed models intended to reflect a situation found in
the real world.
Table 2 : Educational
experiments / investigations possible through different types of
games
Merely explaining to
children about their environment in the course of a theory lessons
may not be the best method for helping them to gain an understanding
of why it is there or how the process at work in the environment has
shaped it. Role-play is useful in particular to teach about moral or
ethical issues. They provide scope for the children to interpret
their place in the world.
Role plays based upon
analogies help children to conceptualise and greatly increase
learning. For children to both express themselves in scientific
context and develop an understanding of difficult concepts, it is
necessary to encourage them to be physically and intellectually
involved in the T/L process.
Feeling of 'ownership' of
whatever they learn is aroused when a strategy of role-play is
deployed to teach science. Children, in a Role-play has to first
reconstruct in her / his mind in the reality domain that s/he has to
depict through the mime / action or other devices. Thus what is
expressed, ideally (unless otherwise tutored by the teacher /
facilitator), would be child's own expression. How people learn is
also deeply influenced by the communities and cultures with which
they interact, be it classroom communities, inner-city communities,
and virtual communities. Thus role-play facilitates 'virtual'
community and context, albeit as a fantasy, yet provides opportunity
for community learning.
Conclusion
'Play is more than a mere
physiological or a psychological reflex'. It is a function of
culture, one of the main bases of civilisation, not associated with
any particular stage of civilisation, but a universal and integral
part of life, human as well as animal.
Play is central not only to
the development of children but also to adults and to the whole
community and society. While, educational system in India is
yet to fully realise the potential of Role-play in T/L process,
other agencies, such as management
training, have already realised the effectiveness of Role-play for
use in staff training, from healthcare, management and
administration to training of marketing executives.
It is high time that science
communicators pay adequate and careful attention to using play,
games and simulations in creating an appreciation for science and
communicating intricate values often described as 'scientific
approach'.
Acknowledgements
Tyagi B K, NCSTC/DST, who
drew my attention to the potential use of games and play, which
encouraged me to write this paper that discusses the pedagogical
perspectives.
Kamble Dr V B, NCSTC/DST and Vigyan Prasar
for carefully reading the manuscript and providing critical
comments.