Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas

Authors

  • Deborah Cole Utrecht University, Netherlands
  • Stefan Werning Utrecht University, Netherlands
  • Andrea Maragliano University of Genoa, Italy

DOI:

https://doi.org/10.21153/psj2020vol6no2art965

Keywords:

learner personas, playful identity performance, game-based learning, game-making, live action roleplay

Abstract

This article explores how playing and co-creating games in higher education contexts contributes to expanding learner personas and facilitating a multimodal learning experience. Working from the interdisciplinary perspectives of media/games studies, pedagogy, and linguistic anthropology, we conceptualize in-class learning as the making and playing of games, reporting on game experiments and playful practices targeted at learning key theoretical concepts in our disciplines. Game-based modifications to established educational practices involved: replacing lectures with Educational Live Action Role Play (Bowman 2014) sessions, using acting/performance games (Flanagan 2009) to critically reflect on ideas of community and collective identity, and introducing Twine (Werning 2017; Wilson & Saklofske 2019) to defamiliarize the expected structures and media modalities of academia. Based on evidence from participant reflections and classroom ethnographies, we argue that games can serve as a resource for extending the expressive spectrum of learner personas, for enabling embodied, participatory learning of theory, and for empowering students and educators to reflect on our internalized rules of the game of education.

Downloads

Download data is not yet available.

References

Agha, A 2007, Language and Social Relations. Cambridge, Cambridge University Press.

Antonijevic, S & Cahoy, ES 2018, ‘Researcher as Bricoleur: Contextualizing humanists’ digital workflows’, Digital Humanities Quarterly, vol. 12, no. 3, retrieved from http://www.digitalhumanities.org/dhq/vol/12/3/000399/000399.html

Bartle, R 2005, ‘Virtual Worlds: Why People Play’, in T Alexander (ed), Massively Multiplayer Game Development Vol. 2, Hingham, MA, Charles River Media, pp. 3–18.

Benn, S, Edwards, M & Angus-Leppan, T 2013, ‘Organizational Learning and the Sustainability Community of Practice: The Role of Boundary Objects’, Organization and Environment, vol. 26, no. 2, pp. 184–202.

Blakeslee, S & Blakeslee, M 2007, The body has a mind of its own: how body maps in your brain help you do (almost) everything better. New York, Random House.

Bowman, SL 2014, Educational live action role-playing games: A secondary literature review. The Wyrd Con Companion Book, pp. 112–131.

Bragança, L, Mota, R & Fantini, E 2016, ‘Twine Game Narrative and discussion about LGBTQ representation’ in XV SBGames, Sao Paulo, pp. 937–946, retrieved from http://www.sbgames.org/sbgames2016/downloads/anais/157380.pdf

Bucholtz, M. & Hall, K 2004, ‘Language and identity’ in A Duranti (ed.) A Companion to Linguistic Anthropology, Oxford: Blackwell, pp. 369–394.

Canossa, A & Drachen, A 2009, ‘Play-personas: Behaviours and belief systems in user-centred game design’ in T Gross, J Gulliksen, P Kotzé, L Oestreicher, P Palanque, RO Prates, & M Winckler (eds.) Proceedings of the 12th IFIP TC 13 International Conference, Berlin & Heidelberg, Springer, pp. 510–523.

Colby, R 2014, ‘Writing and assessing procedural rhetoric in student-produced video games’ Computers and Composition vol. 31, pp. 43–52.

Cole, D 2020, ‘The emergent selectivity of semiotically playful utterances’ in Contact Talk: The Discursive Organization of Contact and Boundaries. London, Routledge.

Cole, D & Meadows, B 2013, ‘Re-imagining sociolinguistic identification in foreign language classroom communities of practice’ in D Rivers & S Houghton (eds.) Social Identities and Multiple Selves in Foreign Language Education, London, Continuum.

Cook, Jennifer S 2009, ‘Coming Into My Own as a Teacher: Identity, Disequilibrium, and the First Year of Teaching’ New Educator, vol. 5 no. 4, pp. 274–92.

Denham K & Lobeck A (eds.) 2010, Linguistics at School: Language Awareness in Primary and Secondary Education, Cambridge University Press, Cambridge.

Erk, S, Kiefer, M, Grothe, J, Wunderlich, AP, Spitzer, M & Walter, H 2003, Emotional context modulates subsequent memory effect. Neuroimage, vol. 18, pp. 439-447.

Flanagan, M 2009, Critical play: Radical game design. Cambridge, MA, MIT press.

Goffman, E 1956, The Presentation of Self in Everyday Life. Edinburgh, University of Edinburgh Social Sciences Research Centre.

Lankoski, P & Björk, S 2015, Game research methods: An overview. Pittsburgh, PA, ETC Press.

Juffermans, K and Van der Aa, J 2013, Introduction to the special Issue: Analyzing voice in educational discourses. Anthropology & Education Quarterly, vol. 44, no. 2, pp. 112–123.

Kincheloe, J 2005, ‘Auto/biography and Critical Ontology: Being a Teacher, Developing a Reflective Teacher Persona’, in WM Roth (ed.) Auto/Biography and Auto/Ethnography. Rotterdam: Sense Publishers, pp. 155–174.

Lang, J M 2007, ‘Crafting a teaching persona’, The Chronicle of Higher Education, vol. 53, no. 23, retrieved from: https://www.chronicle.com/article/crafting-a-teaching-persona/

Leonardo, Z 2002, ‘The souls of white folk: Critical pedagogy, whiteness studies, and globalization discourse’, Race ethnicity and education, vol. 5, no. 1, pp. 29-50.

Lilley, M, Pyper, A & Attwood, S 2012, ‘Understanding the Student Experience through the Use of Personas’, Innovation in Teaching and Learning in Information and Computer Sciences, vol. 11, no. 1, pp. 4–13.

Lindgren, R & Johnson-Glenberg, M 2013, ‘Emboldened by embodiment: six precepts for research on embodied learning and mixed reality’, Educational Researcher, vol. 42, no. 8, pp. 445–452.

Loebenberg, A 2018, ‘Sneak Attack Anthropology: Experiences with Games in the College Classroom’, Analog Game Studies, vol. 5, no. 2, retrieved from http://analoggamestudies.org/2018/06/sneak-attack-anthropology-experiences-with-games-in-the-college-classroom/

Macedonia, M 2019, Embodied Learning: Why at School the Mind Needs the Body. Frontiers in Psychology, vol. 10, pp. 1-8.

Mahon, B Z & Hickok, G 2016, ‘Arguments about the nature of concepts: symbols, embodiment, and beyond.’ Psychonomic Bulletin & Review, vol. 23, pp. 941–958.

Maragliano, A 2019, ‘Edu-larp Paths in Education: A Pedagogic Research on Ethnic Prejudice and Empathy through Games’, 9th International Conference the Future of Education.

McLuhan, M 1994. Understanding Media: The Extensions of Man, Cambridge, MA, MIT Press.

Mendoza-Denton, N 2008, Homegirls: Language and cultural practice among Latina

youth gangs. Malden, MA, Blackwell Publishing.

Morgan, B & Martin, I 2014, ‘Toward a research agenda for classroom-as-ecosystem.’ The Modern Language Journal, vol. 98, no. 2, pp. 667-670.

Munro, M 2018, ‘Principles for embodied learning approaches’, South African Theatre Journal, vol. 31, no. 1, pp. 5-14.

Nelson, R 2006, ‘Practice-as-research and the problem of knowledge’, Performance Research: A Journal of the Performing Arts, vol. 11, no. 4, pp. 105–116.

Philips, S. 1983, The Invisible Culture: Communication in Classroom and Community on the Warm Springs Indian Reservation, Broadway, NY, Longman.

Pulvermüller, F. 2005, ‘Brain mechanisms linking language and action.’ Nature Reviews Neuroscience, vol. 6, pp. 576–582.

Robinson, C & Taylor, C 2007. ‘Theorizing student voice: Values and perspectives’. Improving schools, vol. 10, no. 1, pp. 5-17.

Salen, K & Zimmerman, E 2004, Rules of Play: Game Design Fundamentals, Cambridge, MA, MIT Press.

Sicart, M 2014. Play Matters, Cambridge, MA, MIT Press.

Sutton-Smith, B 2006. ‘Play and Ambiguity’, in K Salen & E Zimmerman (eds.) The Game Design Reader: A Rules of Play Anthology. Cambridge, MA: MIT Press, pp. 296–313.

Waskul, D & Lust, M 2004, ‘Role-Playing and Playing Roles: The Person, Player, and Persona in Fantasy Role-Playing’, Symbolic Interaction, vol. 27, no. 3, pp. 333–356.

Thompson, E. 2010. Mind in life. Cambridge, MA: Harvard University Press.

Tuunanen, J & Hamari, J 2012, ‘Meta-synthesis of player typologies’, in Proceedings of Nordic Digra 2012 Conference: Local and Global - Games in Culture and Society, retrieved from http://www.digra.org/wp-content/uploads/digital-library/12168.40312.pdf

Werning, S 2017, ‘The persona in autobiographical game-making as a playful performance of the self’, Persona Studies, vol. 3, no. 1, pp. 28–42.

Wilson, R & Saklofske, J 2019, ‘Playful Lenses: Using Twine to Facilitate Open Social Scholarship through Game-based Inquiry, Research, and Scholarly Communication’, Knowledge Creation, Dissemination, and Preservation Studies, vol. 3, no. 1, retrieved from http://kula.uvic.ca/articles/10.5334/kula.11/

Downloads

Published

2021-03-16

Issue

Section

Themed Articles

How to Cite

Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas. (2021). Persona Studies, 6(2), 38-53. https://doi.org/10.21153/psj2020vol6no2art965