{"title":"关键的政策分析和玩法","authors":"Leigh Patel","doi":"10.1080/10508406.2022.2157178","DOIUrl":null,"url":null,"abstract":"I tossed this ball to a small class of four graduate students enrolled in a 2022 Critical Policy Analysis class. It matters less which programs they were enrolled, what their specific attraction to policy were. It very much mattered that they had told me, “whatever the midterm is, we want to do it together.” It matters very much that these four people and I had been able to create a space in which “how are you?” was a question, not a fly-by greeting and exit. We came to know a good deal about each other, with a living syllabus whose readings and topics were informed by their specific interests in education policy. In essence, we had formed more of a community workshop than a graduate course. It seemed like an opportune place to offer an analog game for the midterm To my question, they answered in resounding “Yes!” One person said, “I don’t really know what that means, but I’m excited to try it!” After class and for a few days, I furrowed my brow, paced around house, and kept wondering what I was going to design. What does it mean do to “design” a game? What had I gotten myself into? I offered this rather unusual assignment soon after I was able to participate in an enlivening workshop led by outdoor educator and analog game designer, Jeeyon Shim. As part of a speculative education conference, organized by Nicole Mirra and Antero Garcia. Over the course of a short amount of time, Jeeyon guided roughly a dozen educators and educational researchers through how important games are to beings of all ages and forms and how they are also a place where world-making can happen. We all created tiny homes during the workshop with Jeeyon, sharing one by one, pieces of our world. In the sharing, we came to know so much about each other that likely would not have surfaced had we not had about 15 minutes to gather items, small enough to fit into a confined material space, and big enough to illustrate wishes, desires, worries, and essentials for our respective worlds. As Templeton (2020) lifts up in their work that troubles adult’s gaze of","PeriodicalId":48043,"journal":{"name":"Journal of the Learning Sciences","volume":"4 1","pages":"137 - 142"},"PeriodicalIF":3.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Critical policy analysis and gameplay\",\"authors\":\"Leigh Patel\",\"doi\":\"10.1080/10508406.2022.2157178\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"I tossed this ball to a small class of four graduate students enrolled in a 2022 Critical Policy Analysis class. It matters less which programs they were enrolled, what their specific attraction to policy were. It very much mattered that they had told me, “whatever the midterm is, we want to do it together.” It matters very much that these four people and I had been able to create a space in which “how are you?” was a question, not a fly-by greeting and exit. We came to know a good deal about each other, with a living syllabus whose readings and topics were informed by their specific interests in education policy. In essence, we had formed more of a community workshop than a graduate course. It seemed like an opportune place to offer an analog game for the midterm To my question, they answered in resounding “Yes!” One person said, “I don’t really know what that means, but I’m excited to try it!” After class and for a few days, I furrowed my brow, paced around house, and kept wondering what I was going to design. What does it mean do to “design” a game? What had I gotten myself into? I offered this rather unusual assignment soon after I was able to participate in an enlivening workshop led by outdoor educator and analog game designer, Jeeyon Shim. As part of a speculative education conference, organized by Nicole Mirra and Antero Garcia. Over the course of a short amount of time, Jeeyon guided roughly a dozen educators and educational researchers through how important games are to beings of all ages and forms and how they are also a place where world-making can happen. We all created tiny homes during the workshop with Jeeyon, sharing one by one, pieces of our world. In the sharing, we came to know so much about each other that likely would not have surfaced had we not had about 15 minutes to gather items, small enough to fit into a confined material space, and big enough to illustrate wishes, desires, worries, and essentials for our respective worlds. 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I tossed this ball to a small class of four graduate students enrolled in a 2022 Critical Policy Analysis class. It matters less which programs they were enrolled, what their specific attraction to policy were. It very much mattered that they had told me, “whatever the midterm is, we want to do it together.” It matters very much that these four people and I had been able to create a space in which “how are you?” was a question, not a fly-by greeting and exit. We came to know a good deal about each other, with a living syllabus whose readings and topics were informed by their specific interests in education policy. In essence, we had formed more of a community workshop than a graduate course. It seemed like an opportune place to offer an analog game for the midterm To my question, they answered in resounding “Yes!” One person said, “I don’t really know what that means, but I’m excited to try it!” After class and for a few days, I furrowed my brow, paced around house, and kept wondering what I was going to design. What does it mean do to “design” a game? What had I gotten myself into? I offered this rather unusual assignment soon after I was able to participate in an enlivening workshop led by outdoor educator and analog game designer, Jeeyon Shim. As part of a speculative education conference, organized by Nicole Mirra and Antero Garcia. Over the course of a short amount of time, Jeeyon guided roughly a dozen educators and educational researchers through how important games are to beings of all ages and forms and how they are also a place where world-making can happen. We all created tiny homes during the workshop with Jeeyon, sharing one by one, pieces of our world. In the sharing, we came to know so much about each other that likely would not have surfaced had we not had about 15 minutes to gather items, small enough to fit into a confined material space, and big enough to illustrate wishes, desires, worries, and essentials for our respective worlds. As Templeton (2020) lifts up in their work that troubles adult’s gaze of
期刊介绍:
Journal of the Learning Sciences (JLS) is one of the two official journals of the International Society of the Learning Sciences ( www.isls.org). JLS provides a multidisciplinary forum for research on education and learning that informs theories of how people learn and the design of learning environments. It publishes research that elucidates processes of learning, and the ways in which technologies, instructional practices, and learning environments can be designed to support learning in different contexts. JLS articles draw on theoretical frameworks from such diverse fields as cognitive science, sociocultural theory, educational psychology, computer science, and anthropology. Submissions are not limited to any particular research method, but must be based on rigorous analyses that present new insights into how people learn and/or how learning can be supported and enhanced. Successful submissions should position their argument within extant literature in the learning sciences. They should reflect the core practices and foci that have defined the learning sciences as a field: privileging design in methodology and pedagogy; emphasizing interdisciplinarity and methodological innovation; grounding research in real-world contexts; answering questions about learning process and mechanism, alongside outcomes; pursuing technological and pedagogical innovation; and maintaining a strong connection between research and practice.