Play Based Experiential Learning

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Play based Experiential

learning
Play Based Learning ?
Children are naturally motivated to play. A play-based program
builds on this motivation, using play as a context for learning.
In this context, children can explore, experiment, discover
and solve problems in imaginative and playful ways.
A play-based approach involves both child-initiated and
teacher-supported learning.
● The teacher encourages children’s
learning and inquiry through
interactions that aim to stretch their
thinking to higher levels.

● For example, while children are


playing with blocks, a teacher can pose
questions that encourage problem
solving, prediction and hypothesizing.
The teacher can also bring the child’s
awareness towards mathematics,
science and literacy concepts, allowing
them to engage with such concepts
through hand-on learning.
Play develops children's content knowledge and provides
children the opportunity to develop social skills, competences
and disposition to learn. Play-based learning is based on a
Vygotskian model of scaffolding where the teacher pays
attention on specific elements of the play activity and
provides encouragement and feedback on children's learning.
When children engage in real-life and imaginary activities,
play can be challenging in children's thinking. To extend the
learning process, sensitive intervention can be provided with
adult support when necessary during play-based learning.
Simulation is one of the method of play based methods or a form of experimental learning.
The word "simulation" means to imitate exactly. Simulation method is often used by
teachers in classroom which aims to provide a real-time experience which help learners to
develop experience of specific situation and development of skills which would be helpful to
learn about complex situations. It is a strategy that fits with the principles of
constructivist learning and teaching. Simulation can be in "role play" form. It is based
on the philosophy of "Let's try it out and see what happens".

According to Fink, "Simulation is the controlled representation of reality"


Additionally, simulations provide an environment in which
students can experiment with different strategies, adopt different
roles, and take charge of their own decisions by assuming
responsibility.

Games and simulations promote collaborative work as they


allow students to reconstruct and co-construct knowledge,
encouraging problem-solving through peer discussion and
dialogue.
CHARACTERISTICS OF SIMULATION TEACHING
• Helpful in detailed learning
• Helpful in dealing with complex circumstances
• Act as a teaching aid
• Provides feedback
• Active method
• Interactive classroom
• Promote good relation between teacher and learner
• Less time consuming Quick feedback
• Experimental practice
ROLE PLAY
Role-play is a technique that allows students to
explore realistic situations by interacting with
other people in a managed way in order to
develop experience and trial different
strategies in a supported environment.
PURPOSE OF ROLE-PLAY
The purpose is to find out how students will normally conduct
themselves once they are confronted with a particular kind of conflict
or difficulty.
Students are directly active during the role play, so it is more effective in
“embedding concepts” into their long term memory. The excitement of
the role play, the interaction and stimulation to visual, auditory and
kinesthetic styles of learning helps a broad range of learners.
It helps to develop all domains of learning, cognitive (knowledge),
psychomotor (skills) and affective (emotional)
Role- play is very useful for developing the ‘interpersonal skills’ of
learners
STEPS FOR USING ROLE PLAY
Students are divided into several groups

Teacher give a topic for each group (optional)

Students select the situation and create the dialogue

Practice for a few minutes in group

Perform the situation in front of class

Other groups' member give comments and suggestions

Teacher gives comments after all groups' performed


EXAMPLE OF ROLE-PLAY

"College romance has become a common


phenomenon on campus. Different people have
different opinions about it. Some take it for
granted. They think it is quite natural for students
at this age. Others take a negative view about it."
EXAMPLE OF ROLE-
PLAY (CONT.)
1. Objective: To educate
students of the negative effects
of College Romance.
2. Place: Campus.
3. Preparation time: 5 mins
4. Role-play time: 10 mins
EXAMPLE OF ROLE-PLAY (CONT.)
5. Each of you should play one of the roles as: Candidate A: Female
student in love with B. Candidate C: You are a professor who hates
romance inside the classroom.

Candidate B: Male student in love with A.

Candidate D: You are the parent of A.


ADVANTAGES
Help students to boost their
confidence level.
Help students to adapt to the moods
and expression of the given situation
which they could then perform.
Give them opportunity to show their
creativity.
Students gain a different experience
related to their life and other social
situation.
Disadvantages Take up a lot of time.

It becomes difficult for teacher to


evaluate the students individually.

They were reluctant initially because


they were not familiar with such
activities.
Game based learning is a type of game play that has
defined learning outcomes. Generally, game is designed to
balance subject matter with game play and the ability of
the player to retain and apply said subject matter to the
real world.
Game based learning describes an approach to
teaching, where students explore relevant aspect of
games in a learning context designed by teachers.
Teachers and students collaborate in order to add depth
and perspective to the experience of playing the game.

Good game-based learning applications can draw us


into virtual environments that look and feel familiar
and relevant.

Within an effective game based learning environment, we


work toward a goal, choosing actions and
experiencing the consequences of those actions
along the way. We make mistakes in a risk free setting,
and through experimentation, we actively learn and
practice the right way to do things. This keeps us highly
engaged in practicing behaviors and thought processes
that we can easily transfer from the simulated
environment to real life.
ADVANTAGES OF GAME-BASED LEARNING:
Games may cause learners to engage in their classroom more while
creating an environment of learning with experience.

Games are fun and can motivate and/or encourage the learner to
continue playing.

The interaction involved in games can help learners understand better.

Games may improve critical thinking skills as well as reading


comprehension.

Games can be a source of stress relief for some people.


Disadvantages of Game-based Learning:

• If games aren’t designed correctly, it could be a disadvantage to the


learner’s thinking.

• Games may be a source of distraction or waste of time.

• If teachers aren’t familiar with technology the way students are, there
could be a gap between teaching and learning.

• Games could lead to student addiction, thus causing physical or


psychological problems.

• The goals of the games do not necessary always align with the learning
goal of the classroom.
Thanks To All

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