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Reflecting on two
examples of play in
learning
Sheila Webber
University of Sheffield
Information School
TELfest, Sheffield, July 2017
Image and
words by Billie
Coxhead, used
with
permission
Example 1:
“Serious Lego” in a
distance learning
programme
This example is from my colleague Dr Peter Stordy,
so all the ideas and implementation are his!
Context
• The programme: PT Distance learning: MA Library
and Information Services Management
• Students all have jobs related to
libraries/information, mostly based in UK
• The module: Core: Information Organisation
• Assessment: electronic portfolio of evidence to
demonstrate students’ achievement of the module
learning outcomes
Module Aims
• Gain a critical understanding of the core theoretical concepts and
processes related to the organisation of information and knowledge
so that it can be effectively searched, retrieved, used and disposed of
• Gain an understanding of the challenges and issues faced by those
tasked with the information and knowledge ‘life cycle’
• Have opportunities to apply their understanding to various
information and knowledge domains
• Evaluate organisational theoretical concepts and processes with
reference to users’ and domain needs
Learning Outcomes
• Apply their understanding of core information and knowledge
organisation concepts and processes to authentic problems
• Relate what they have learnt to various domains including libraries,
museums, archives, computing, business, databases and the Web
Activities with a robot librarian
• Each student sent a pack of lego: “Make a robot
librarian from some of the Lego bricks I sent you. Take
a photo of your robot librarian and post it to Google+.
Give it a name (e.g. 'Marc 21').”
• Various activities that engage with metadata principles
and frameworks e.g the Resource Description
Framework (RDF) “is a framework for representing
information on the Web”: students create an RDF
graph for their robot librarian and post it to Google+
• TEL: MOLE; Google+; Pebblepad; phones etc. to
photograph
Image and
words by Billie
Coxhead, used
with
permission
Image and
words by
Claire Flynn,
used with
permission
Image and
words by
Priya
Mehta,
used with
permission
My reflection
• Play, not gamification:
– using “play” objects (not what might be expected e.g.
documents), applied “seriously” (ludus?)
– playfulness/creativity in creating robot librarian (paidia?)
• As well as learning to apply specific frameworks
and principles, relates to whole-programme
development-of/ reflection-on identity as librarian
Example 2: Dancing with Lyr
Context
• Second Life MOOC 2017, ran June 2017 Connecting
in Virtual Worlds: Communities of Practice
• On Moodle for Teachers, the 3D Virtual World
Second Life, and visits to other virtual worlds used for
teaching
• Not really “massive”; MOOC educators and
participants (also mostly educators) from various
continents
• This session led by well-established and respected
educator Lyr Lobo: insights and practical advice about
educating in 3DVWs
Reflecting on two examples of play in Learning
Reflecting on two examples of play in Learning
and then we danced: https://www.youtube.com/watch?v=ete2vqbKYKs
We sat
My reflection
• Embedded playfulness?
• A community (who here are the learners) that
already has bought into playfulness as part of their
serious interest in education: playfulness an enabler
• Play as identity: rituals such as dancing: social,
cohesive, also still exchanging information as we
dance
• May be difficult for an observer to tell what is
structured and what is unstructured play unless you
are familiar with VWs
Sheila Webber
Information School
University of Sheffield, UK
s.webber@sheffield.ac.uk
http://information-literacy.blogspot.com/
Second Life: Sheila Yoshikawa
Twitter: @sheilayoshikawa
http://www.slideshare.net/sheilawebber/
Orcid ID 0000-0002-2280-9519
Pictures by Sheila Webber
taken in Second Life (a trademark of Linden Lab)

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Reflecting on two examples of play in Learning

  • 1. Reflecting on two examples of play in learning Sheila Webber University of Sheffield Information School TELfest, Sheffield, July 2017
  • 2. Image and words by Billie Coxhead, used with permission Example 1: “Serious Lego” in a distance learning programme
  • 3. This example is from my colleague Dr Peter Stordy, so all the ideas and implementation are his! Context • The programme: PT Distance learning: MA Library and Information Services Management • Students all have jobs related to libraries/information, mostly based in UK • The module: Core: Information Organisation • Assessment: electronic portfolio of evidence to demonstrate students’ achievement of the module learning outcomes
  • 4. Module Aims • Gain a critical understanding of the core theoretical concepts and processes related to the organisation of information and knowledge so that it can be effectively searched, retrieved, used and disposed of • Gain an understanding of the challenges and issues faced by those tasked with the information and knowledge ‘life cycle’ • Have opportunities to apply their understanding to various information and knowledge domains • Evaluate organisational theoretical concepts and processes with reference to users’ and domain needs Learning Outcomes • Apply their understanding of core information and knowledge organisation concepts and processes to authentic problems • Relate what they have learnt to various domains including libraries, museums, archives, computing, business, databases and the Web
  • 5. Activities with a robot librarian • Each student sent a pack of lego: “Make a robot librarian from some of the Lego bricks I sent you. Take a photo of your robot librarian and post it to Google+. Give it a name (e.g. 'Marc 21').” • Various activities that engage with metadata principles and frameworks e.g the Resource Description Framework (RDF) “is a framework for representing information on the Web”: students create an RDF graph for their robot librarian and post it to Google+ • TEL: MOLE; Google+; Pebblepad; phones etc. to photograph
  • 6. Image and words by Billie Coxhead, used with permission
  • 7. Image and words by Claire Flynn, used with permission
  • 9. My reflection • Play, not gamification: – using “play” objects (not what might be expected e.g. documents), applied “seriously” (ludus?) – playfulness/creativity in creating robot librarian (paidia?) • As well as learning to apply specific frameworks and principles, relates to whole-programme development-of/ reflection-on identity as librarian
  • 10. Example 2: Dancing with Lyr
  • 11. Context • Second Life MOOC 2017, ran June 2017 Connecting in Virtual Worlds: Communities of Practice • On Moodle for Teachers, the 3D Virtual World Second Life, and visits to other virtual worlds used for teaching • Not really “massive”; MOOC educators and participants (also mostly educators) from various continents • This session led by well-established and respected educator Lyr Lobo: insights and practical advice about educating in 3DVWs
  • 14. and then we danced: https://www.youtube.com/watch?v=ete2vqbKYKs We sat
  • 15. My reflection • Embedded playfulness? • A community (who here are the learners) that already has bought into playfulness as part of their serious interest in education: playfulness an enabler • Play as identity: rituals such as dancing: social, cohesive, also still exchanging information as we dance • May be difficult for an observer to tell what is structured and what is unstructured play unless you are familiar with VWs
  • 16. Sheila Webber Information School University of Sheffield, UK s.webber@sheffield.ac.uk http://information-literacy.blogspot.com/ Second Life: Sheila Yoshikawa Twitter: @sheilayoshikawa http://www.slideshare.net/sheilawebber/ Orcid ID 0000-0002-2280-9519 Pictures by Sheila Webber taken in Second Life (a trademark of Linden Lab)