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      Accessing the Inaccessible: Redefining Play as a Spectrum

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          Abstract

          Defining play has plagued researchers and philosophers for years. From describing play as an inaccessible concept due to its complexity, to providing checklists of features, the field has struggled with how to conceptualize and operationalize “play.” This theoretical piece reviews the literature about both play and learning and suggests that by viewing play as a spectrum – that ranges from free play (no guidance or support) to guided play and games (including purposeful adult support while maintaining playful elements), we better capture the true essence of play and explain its relationship to learning. Insights from the Science of Learning allow us to better understand why play supports learning across social and academic domains. By changing the lens through which we conceptualize play, we account for previous findings in a cohesive way while also proposing new avenues of exploration for the field to study the role of learning through play across age and context.

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          Most cited references110

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          Positive affect facilitates creative problem solving.

          Four experiments indicated that positive affect, induced by means of seeing a few minutes of a comedy film or by means of receiving a small bag of candy, improved performance on two tasks that are generally regarded as requiring creative ingenuity: Duncker's (1945) candle task and M. T. Mednick, S. A. Mednick, and E. V. Mednick's (1964) Remote Associates Test. One condition in which negative affect was induced and two in which subjects engaged in physical exercise (intended to represent affectless arousal) failed to produce comparable improvements in creative performance. The influence of positive affect on creativity was discussed in terms of a broader theory of the impact of positive affect on cognitive organization.
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            Putting education in "educational" apps: lessons from the science of learning.

            Children are in the midst of a vast, unplanned experiment, surrounded by digital technologies that were not available but 5 years ago. At the apex of this boom is the introduction of applications ("apps") for tablets and smartphones. However, there is simply not the time, money, or resources available to evaluate each app as it enters the market. Thus, "educational" apps-the number of which, as of January 2015, stood at 80,000 in Apple's App Store (Apple, 2015)-are largely unregulated and untested. This article offers a way to define the potential educational impact of current and future apps. We build upon decades of work on the Science of Learning, which has examined how children learn best. From this work, we abstract a set of principles for two ultimate goals. First, we aim to guide researchers, educators, and designers in evidence-based app development. Second, by creating an evidence-based guide, we hope to set a new standard for evaluating and selecting the most effective existing children's apps. In short, we will show how the design and use of educational apps aligns with known processes of children's learning and development and offer a framework that can be used by parents and designers alike. Apps designed to promote active, engaged, meaningful, and socially interactive learning-four "pillars" of learning-within the context of a supported learning goal are considered educational.
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              Does discovery-based instruction enhance learning?

                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                02 August 2018
                2018
                : 9
                : 1124
                Affiliations
                [1] 1The Pennsylvania State University Brandywine , Media, PA, United States
                [2] 2Department of Psychology, Temple University , Philadelphia, PA, United States
                [3] 3The Brookings Institution , Washington, DC, United States
                [4] 4The LEGO Foundation , Billund, Denmark
                [5] 5Graduate School of Education, Harvard University , Cambridge, MA, United States
                [6] 6School of Education, University of Delaware , Newark, DE, United States
                [7] 7Homerton College, University of Cambridge , Cambridge, United Kingdom
                Author notes

                Edited by: Ann Dowker, University of Oxford, United Kingdom

                Reviewed by: Ora Oudgenoeg-Paz, Utrecht University, Netherlands; Rachel M. Flynn, Northwestern University, United States

                *Correspondence: Jennifer M. Zosh, jzosh@ 123456psu.edu

                This article was submitted to Developmental Psychology, a section of the journal Frontiers in Psychology

                Article
                10.3389/fpsyg.2018.01124
                6084083
                30116208
                b2d1c312-da1f-4578-87f9-c4d8a9a07d43
                Copyright © 2018 Zosh, Hirsh-Pasek, Hopkins, Jensen, Liu, Neale, Solis and Whitebread.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 05 April 2018
                : 12 June 2018
                Page count
                Figures: 1, Tables: 0, Equations: 0, References: 140, Pages: 12, Words: 0
                Categories
                Psychology
                Review

                Clinical Psychology & Psychiatry
                play,playful learning,cognitive development,children,games,pedagogy
                Clinical Psychology & Psychiatry
                play, playful learning, cognitive development, children, games, pedagogy

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