Serious play Games and play to develop executive function © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. Why games and play are important Games and play are some of the main vehicles of learning in humans. They teach us a variety of management, flexibility and memory skills, and if approached with some strategic intent the results can be even more powerful. It's worth thinking for a moment about the difference between games and play. Games are typically a competition, where a player manipulates elements in order to achieve a 'win' state. Rules are imposed to make certain tasks artificially difficult, for example, taking the king in chess is easy if you're allowed to reach out and grab it – but that's against the rules. Games can be fun but they can also be sources of stress and conflict, particularly if played professionally. Play is often about the breaking of rules rather than imposing them. Historically, jesters and jokers are the ones who have license to break social rules. Play doesn't need to have a win state; it is often open-ended and done purely for the pleasure it provides. By definition, play is fun; if you're not having fun, you're not playing. A game is a thing – play is a spirit. Keep this distinction in mind and you will make good use of games and play in developing executive function. Games There are two key ways you can use games to develop executive functions. Play an existing game from off the shelf. Apply game mechanics to non-game tasks. Playing off-the-shelf games By 'off-the-shelf' games we mean any game that has a known rule set. This could be anything from a social game like Simon says, to a retail board game like Monopoly, to a computer game like Starcraft. While games are often positioned as a treat for younger classes, they can be used quite strategically to develop cognitive skills. This is particularly beneficial to children who have low executive function. Different games put different loads on our executive functions. If you think about a game from an executive function point of view, you can easily develop a useful profile of it. © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 2 For instance, consider Simon says. It's clear that the original version is a great game for developing impulse inhibition. Analysis of Simon says, the original version Executive function Benefit to game Impulse inhibition This is the entire point of Simon says, and the main reason why it is so successful with young children. Working memory Negligible Mental flexibility Negligible That said, if you have a good grasp of the three main executive functions, you can easily add tweaks to a game like Simon says to make it more challenging. Analysis of Simon says, with tweaks Executive function Benefit to game Impulse inhibition This is the entire point of the original version of Simon says, and the main reason why it is so successful with young children. Working memory Tweak 1: Have a rule where you can switch from obeying Simon to disobeying Simon. Now players have to keep in mind the current 'state' as they play: 'Are we obeying or disobeying Simon right now?' Tweak 2: Have a rule where players can only do what Simon says if the instruction matches the previous instruction. So you only put your hands on your head if the previous instruction was to put your hands on your head. (And no, your hands wouldn't already be on your head! Think about it!) Then if you want to make it really hard you say players can only obey if the instruction matches not the last instruction but the one before that (or the one before that … ) Mental flexibility Tweak 1: Impose an additional requirement on the players that they have to maintain, even when Simon's instructions run counter to it. For instance, players have to make the shape of a bird at all times, or they have to stay on all fours, or they have to have both feet on the ground at all times. Players must figure out ways to reconcile Simon's order with the imposed rule. Tweak 2: Simon's instructions are ambiguous and open to interpretation. For instance, 'Simon says, "Face towards two people who are older than you."' Players must interpret the instruction and figure out a solution. © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 3 You can see that even the most simple game can be tweaked to provide additional challenges, so when playing off-the-shelf games, don't limit yourself. Think outside the box! Here are some more game profiles to help you. We've stuck to the basic rule sets. You should add your own tweaks. Monopoly, the original version Executive function Benefit of game Impulse inhibition Turn-taking; purchasing decisions Working memory Basic arithmetic; purchasing and development strategy; personal vendettas against other players Mental flexibility Negligible Uno, the original version Executive function Benefit of game Impulse inhibition Turn-taking; card-playing decisions Working memory Maintaining a card-depletion strategy Mental flexibility Responding to changes in the deck Scrabble and Upwords, the original versions Executive function Benefit of game Impulse inhibition Turn-taking; accepting the first word that comes to mind; sticking with the search for a high-scoring word Working memory Taxing interaction between letters in hand and letters on board; calculations of potential scores Mental flexibility Many combinations of possible words © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 4 Chess, Go, Starcraft and other strategy games, the original versions Executive function Benefit of game Impulse inhibition Rushing into a move without evaluating the board Working memory Permutations of moves; structures and patterns of elements on the board; demonstrations of intent from opposing player Mental flexibility Responding to actions of other player; changing own plans You can see from this cursory list that many games have elements of impulse inhibition and working memory load, and a handful impose heavy demands on mental flexibility. The degree to which these faculties are challenged is a reflection of the game's depth and complexity. Applying game mechanics Another fruitful way to develop executive function is to take ideas from within games and apply them to other activities. Here are a few ideas. Balderdash Balderdash is a game of bluff, where players provide fake definitions of words and other players must guess which definitions are true. This type of 'spot the lie' or 'find the truth' mechanic can be applied to all sorts of contexts, from simple conversations with young children to guessing games with high school students. For instance, in a maths class players might write one true explanation and multiple false explanations for a mathematical function, and other players must attempt to guess which is correct. The challenge for liars is in producing explanations that are wrong but plausible, and the challenge for guessers is distinguishing between correct and incorrect properties of the explanations. Pictionary, Charades, Taboo et al The key idea with games like Pictionary and Charades is to limit communication. You must express a concept to others but you can only use certain means of communication, and you are not allowed to name the concept outright. The players must think around the problem to find distinctive features or meaningful associations. This mechanic can be applied to any classroom content. Draw the battle of Gallipoli. Mime an exponential function. The more abstract or complex the concept, the greater the demand on the players. As a teacher you can impose additional restrictions to make the game even harder, for instance disallowing particular images or references. © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 5 Celebrity head Celebrity head is essentially an inversion of limited communication games like Taboo. Instead of one 'knower' and many 'guessers', these games have one guesser and many knowers. The guesser must elicit information from the other players, who have to obey fixed rules around what information they are allowed to provide directly. Playing with intent and skill If you want to use off-the-shelf games as serious executive function tools, you actually have a hard task ahead of you: you're going to need to play with intent, and keep pushing your level of skill up the curve so you are constantly challenged. If you play mindlessly, or just use the same techniques every time, there is no cognitive benefit. You have to push yourself, and the problem is that this is hard work and feels that way. Professional athletes train, professional game-players train – played at a high level, games are work. This is particularly challenging when using games in a classroom context. Students often enjoy breaking out a game, but if you make them stop and start thinking analytically and strategically, suddenly the lustre can wear off. Think of yourself as a game maker Because we learn early on that games come with rules that must be obeyed, we tend to be quite obedient around them. We forget that as kids we bent and twisted and varied rules all the time. When using games in the classroom or at home, it's worth thinking of yourself as a game designer, with licence to change rules and experiment as you wish. Play While a great deal of this resource has been devoted to games, the concept of play is even more important. While games by definition have rules, roles and victory conditions, play stretches beyond these boundaries to become something that is more like an attitude towards engaging with the world, both in reality and imagination. Playful approach Play is not just an act, it is an attitude. It embodies the kind of optimism, openness, curiosity and good humour that we ultimately want to see in children, students and peers. Play is an important component of innovation and creativity, and it is worth reflecting on how a playful approach might be applied to school, work and life generally. © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 6 Free play The importance of free play to child development is well established in Australian education. Note that while The Adventures of You promotes a strategic approach to developing executive function, it's important that this doesn't completely displace the need for open-ended, undirected, purposeless play. Play is likely to be most effective when children are challenged and their thinking is stretched. Depending on the situation, free play can provide opportunities for these actions to occur. Role-play One form of play that is of specific interest in the context of executive function is role-play. Children roleplay all the time, and older students often relish the chance to perform a role. While most role-play is open-ended, with a little strategic intent, teachers can load the experience with additional learning and development benefits by: providing an immersion experience before play so that students can learn deeply about the world of their roles. When students take on these roles, they must inhibit their behaviour in a variety of ways to be able to stay in character extending role-plays over several days so that students must keep in mind multiple elements of their roles and relationships throwing tweaks and plot twists into student role-plays so that they must respond in character to new situations, which requires mental flexibility and inventiveness. © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 7 Resources 'If only school was engaging like a video game!' This sentiment has produced an almost overwhelming amount of writing on the subject of games in education. We have listed a few resources here, but there is much more for you to explore. Websites The Mantle of the expert website provides a sophisticated framework for using role-play and drama in learning. http://www.mantleoftheexpert.com The Games in education website pulls together many games, both digital and physical. http://gamesined.wikispaces.com Books Schelle, J 2008, The art of game design: a book of lenses, Schell Games. This book is one of the best foundational game design texts around. Very useful if you want to think at a deeper level about game mechanics, and imagine for yourself how they might be applied to learning. Jones, G 2002, Killing monsters: why children need fantasy, super-heroes and make-believe violence, Basic Books. A thorough discussion of fantasy play and violence in child development, from a writer of comic books. Sources of information Bodrova, E, & Leong, DL 2007, Tools of the mind (2nd edn), Pearson/Merrill Prentice Hall, NJ Kelly, R, Hammond, S, Dissanayake, C & Ihsen, E 2011, 'The relationship between symbolic play and executive function in young children', Australasian journal of early childhood, 36(2), 21. Weisberg, DS, Hirsh-Pasek, K & Golinkoff, RM 2013, 'Guided play: Where curricular goals meet a playful pedagogy', Mind, brain, and education, 7(2), 104–112. © 2014 Commonwealth of Australia through the Australian Government Department of Education. This material may be used, reproduced in material form and communicated free of charge for non-commercial educational purposes until 31 December 2018, provided all copyright notices and acknowledgements are retained. 8