PLAY – Playing for Learning, an Economic Approach to Human Behavior

Focused attention has always been considered to be essential for learning. This has led to an attention economy where attention is a scarce and desirable resource sought by educators. With the development of pervasive and ubiquitous technologies, there is a shift from attention economics to behavior economics. PLAY has the ambition to explore this shift in the field of education sciences: How can educators address the shift from attention to behavior economics?

PLAY hypothesizes that, appropriate learner behavior should be considered as a desirable resource for his/her engagement into epistemic interactions with complex learning environments. PLAY hypothesizes that behavior economics can be managed through ludicization, i.e. addressing gamefulness, the experiential and behavioral dimensions of play. Ludicization aims to change the learner experience in specific ways (epistemic interaction design) for the development of complex thinking skills.

Therefore, we have built a research agenda based on studies conducted in schools and museums for two complex learning topics: Anthropocene and nutrition. PLAY explores the concept of ludicization through an innovative mixed methodology combining design-based research and ecological experimentations with studies based on playing analytics and models and methods from data sciences. We will develop a Play Management System dedicated to epistemic interaction design and to support educators and researchers to managing, and tracking behaviors.

By merging education sciences with data sciences, the PLAY project has the ambition to pave the road to new approaches for learning design and classroom orchestration. The project aims at fundamental research contributions (new model for epistemic interaction design) and a measurable impact on the development of complex thinking skills. The PLAY project is also seeking to provide information system designers with guidelines for taking into account the ethical dimension of ludicization.

Durée du projet

09/2017 – 09/2020

Financement

2CR2D

Requérant principal

Eric SANCHEZ, Université de Fribourg.

Collaborateurs engagés dans le projet

Roland PILLONEL (co-responsable projet Alimentarium), Elsa
PAUKOVICS 
(doctorante)

Contact

Elsa PAUKOVICS

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