the power of play (reading notes)

As inthe changing world of play

chapter 1: love, play, and work

  • Infancy & early childhood

    • Infancy (first two years) play, love, and work are almost indistinguishable; play is most central

    • Early childhood (roughly 2-6 years), children learn and create symbols (play), but also adapt to the demands of the environment (work)

      • “The young child’s creation of new words is a good example of how a personal creation (derived from play) can also be a practical adaptation (function as work).” ** page 6

    • Play is the dominant and directing mode of learning during this age period and children learn best through self-created learning experiences

  • Elementary school years (6-12)

    • Primary dynamic is the disposition to work (adapt to the external world)

    • Young children learn to adapt to the demands of the social world, and an element of play makes it less “onerous” 

    • In latter years of childhood (8-12), children learn important social skills, attitudes, and values by creating their own games and rules

  • Adolescence

    • Love becomes dominant predisposition with the advent of puberty

    • Love invested in both work and play toward the end of the period

    • Early adolescence (12-15), learning and play take a backseat to love

    • Late adolescence (16-19) play, love, and work reach a sort of equilibrium

  • Adulthood

    • Play, love, and work are fully separated

    • Play is a means of recreation

      • Creative outlets bring in love disposition , can result in a work product 

    • Adults have potential to unite the dynamisms of work, love, and play (flow)

chapter 2: toys aren’t us. 

  • Too many toys, too often

    • Argues that the “sheer number of toys owned by contemporary children weakens the power of playthings to engage in dramatic thinking.” (PAGE 16)

    • “Abundance, like familiarity, breeds contempt.”

      • Advertisers use toys to promote social acceptance and positive self-esteem

    • Constant flow of toys devalues the ones they have

  • Toys arent made of the same material, kids dont get what they used to from the sensation of the toys

  • Electronic toys take away child’s sense of control over what they are doing

  • Toys used to socialize children into the adult culture (girls with baby dolls, boys with tools)

  • Character, skill, and learning toys have changed from thier original purpose to fit a consumeristic view for children

chapter 3: screen play and iconic literacy 

  • Electronic media

    • It is the extent of the child’s active participation as a viewer that determines the medias impact

    • Young children are preliterate, have a intuitive grasp of icons (emojis) -> may be why they take to readily to electronic media

  • Assessing Media Impact

    • Take several factors into account

      • Content: children who watched more cool content (low-defintion, low-intensity, activity-imducing)

      • Individual differences among viewers

      • A child’s personal and emotional needs: Can transform what the media does/means to them

  • TV for Tots

    • Tv programs appeal to children based on interests, cant really determine if they are harmful or not

    • “The most important stimulus to healthy growth and development for infants and young children is affectionate human interaction” (PAGE 47)

    • Videos, gaming, tv should not infring on time needed to engage in active play

  • Computers for Infants, Toddlers, and Preschoolers

    • No use in infant computer programs, exist to entice parents

    • Preschool exposure to computer programs can be educational and fun

      • Limited to half and hour or so at most

  • Computer Games for School Aged Children

    • Little transfer of skills acquired in the games to everyday practical or academic skills

      • Do engage child;s active thinking and problem solving skills -> mental exercise

      • Contributes to iconic literacy

    • Difficut to understand the effets of idenity facet of screen play

    • Computer games in education

      • “From the theory of play perspective, computer games allow for student input (play), challenge and excitement (love), and learning about the world (work). PAGE 59

chapter 4: child play and parent angst

  • parental angst about giving children both education stimulation and social experience leads to parental overprotection, over scheduling, and over programming

  • Parent Pressures

    • Parental overinvestment

      • parents put too much pressure on their children to perform 

        • when play becomes an obligation it is no longer play

      • overinvestment can cause trouble when it leads to hyperparenting

    • Media Alarms

      • media alarms (negative events that are over shared and blown out of proportion) make parents hesitant to let children play on their own

    • effects of parental angst

      • anxiety over protecting children’s physical well-being has overtaken the feeling to protect innocence

      • children can no longer play as they used to which prevents them from learning to innovate and learn risk-taking behavior

      • organized sports can become an obligation, meaning it is no longer true play

play, learning, and development 

chapter 5: misunderstandings about how children learn

  • three misunderstandings

    • the “watch me” theory of learning and instruction

      • not effective

      • children can only imitate actions they can already perform

      • “it is vitally important to support and encourage self-directed activities from the infant and young child.” (PAGE 92)

      • “effective learning involves self-initiated, pleasurable activities - love and play.” (PAGE 94)

      • watching the learner is the basis of effective instruction

    • “little sponge” theory

      • the idea that children learn the same way and as quickly as adults

      • they dont, so theory is not probable

    • “look harder” theory

      • inability to understand that children see they world differently

        • they should look “harder” to understand

      • failure to appreciate the child’s reality

  • The young child does learn by constructing and reconstructing the world through his play-generated learning experiences

  • learning through play

    • children create learning experiences through mastery play. innovative play, kinship play, and therapeutic play

    • mastery play

      • children construct concepts and skills

      • playful experimentation with hands, feet, and senses is dominant mode of mastery for infants

      • object permenance

    • skill mastery and innovative play

      • play serves as a means of learning skills and a way of expanding and elaborating them

    • kinship play

      • children who dont know one another communicate through self-initiated games

      • initiation into social learning and cooperative activities

    • therapeutic play

      • children use play to deal with stress

        • ie imaginary friends

chapter 6: playing for a reason

  • the age of reason

    • 4-6 marks shift in dispositions of play, love, and work

    • age of reason

  • the tools of reason

    • age of reason - concrete operations

    • between 5 and 7

    • reasoning tools are a prerequisite for formal instruction

  • age of reason and child rearing

    • language, preference for characters, remembering rules indicate a child’s level of reasoning

    • need to be sure that children have reasoning skills before introducing formal instruction

      • avoid frustration and ensure motivation

    • “formal instruction is work. FOr it to be effective, play and love need to be made part of the process.”

  • attaining the age of reason

    • self directed play expeirnces nourish and supporth the cild’s maturing mental abilities

  • building the units of math, reading, and science

the role of play in becoming social

  • games provide a set of rules that govern how to behave under certain circumstances

    • for a social institution to survive, its members have to suborfinate their personal needs and desires to the socially agreed on set of rules and rituals

  • adults can be ignorant of the pervasiveness of children’s games

  • “Because there are few spaces and opportunites for children to engage in these self-initiated games, we Americans are losing our preeiminance in our own national sport- baseball.”

    • foriegn players most likely grew up playing for the fun of it, learning is most powerful when it involves self-initiation and personal motivation

  • games with rules contributes to children’s socialization and capacity for innovation and invention

  • choosing “It” teaches children to suboordinate personal wishes to the rules as decided by the group

    • a lot of socialization goes on before the game even begins

  • in elementary school years, children understand behavior in terms of motivation and intention

    • as children master the rules of the game, they grow in their depth ofmoral understanding

    • content can affect how children make moral judgements

  • play can faciliatate healthy cooperation and competition

    • adults should structure situation rather than activity

  • playacting gives children the opportunity to take teh perspective of both hero and villian (putting oneself in another persons shoes)

    • some consider this the major socialization ffunction of children’s games

  • children need and create their own space for play

  • therapeutic play in childhood can seve individual growth purposes

    • bread sandwiches, cope with hunder and frustration at not being able to provide

  • in childhood therapeutic play seves both a soicla and personal function

    • expressing anger and frustration

    • deal with demons of past, challenges, and anticipations

  • will find ways to make and break their own rules and will find spaces in which to grow despite adult efforts to constrasint their spontaniety and creativity

the power of play

lighthearted parenting

  • lighthearted parenting: parents make an ongoing effort to integrate play, love, and work in their everyday lives

    • use humor to socialize and discipline, share passions, establishing family patterns of family play, games, and experience sharing

  • usnig humor in parenting brings together play, love, and work

  • humor related to developmental stage works best

  • discipline lightheartedly

    • accomplish three important goals 

      • manage own negative feelings in a positive and constructive way

      • provide children zn effective and constructive way of andling thier own emotions 

      • provide a healthy model of parenting for children oto use in the future

  • humor can transcend negative emotions associated with conflicts

  • disciplining with humor uses contrary-to-fact propositions, which encourages imaginative and creative thinking 

  • sharing passions ensures that children both play and develop lifelown habits of play

    • sharing passions by example frees children to engage in activities they are not obliged to perform (play), builds strong family bonfs (love), and teaches soically valuable skills (work)

  • making time for family gives children teh assurance that they are important in our lives and you care about them deeply

schooling with heart, mind, and body

  • praises Dewey’s method of learning

    • integrates play, love, and work into education by combining creativity, self-motivation, and practical learning

  • new educational reality

    • technolgoy and permeable boundaries

    • child;s needs, interests, and ability level should determine the curriculum

    • PICTURE

  • play-based curricula

    • montessory, waldorf schol

  • “combining love, play, and work is the means of successful academic acheivement, It is when all three are brought together that children have the best chance of learning hte context of their unique personal circumstances.” (page 210)

  • things parents can fo at home to embrace new technological pedagogy

    • Dumb Books Caper (search for errors in textbooks), encourages critical thinking

    • Case of the Missing Use (find the missing use of an object), encourages creative thinking

    • E is for Ending, ask kids to come up with another ending for a story. think of possibilites, what might be reather than what is