Cited by 172Innovative Education and Learning PracticesEducational Games and GamificationAdult and Continuing Education Topics

Learning to play, playing to learn: A case study of a ludic learning space

Kolb, Alice Y., Kolb, David A.·2010·Journal of Organizational Change Management

Abstract

Purpose The purpose of this paper is to propose an experiential learning framework for understanding how play can potentially create a unique ludic learning space conducive to deep learning. Design/methodology/approach The framework is developed by integrating two perspectives. First, from multidisciplinary theories of play to uncover the underlying play principles that contribute to the emergence of the ludic learning space are drawn. Then the formation of a ludic learning space through a case study of a pick‐up softball league where for 15 years, a group of individuals diverse in age group, gender, level of education, and ethnic background have come together to play are examined. Findings The case study suggests that play in a ludic learning space can promote deep learning in the intellectual, physical, spiritual, and moral realms. Originality/value This paper uses the play literature to inform the experiential learning concept of the learning space.

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Registry

Crossref · 10.1108/09534811011017199

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1 of 1 references verified0 citation errors · 0 not checkable

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Authors
Kolb, A. Y., & Kolb, D. A.
Affiliations
Case Western Reserve University (US)
Venue
Journal of Organizational Change Management
Publisher
Emerald
Published
2010-02-16
Volume
23
Issue
1
Pages
26-50
ISSN
0953-4814 (ISSN-L)
OpenAlex
W1938078471
Cited by
172
References
1
Citations by year
2026: 14 · 2025: 13 · 2024: 10 · 2023: 2 · 2022: 9 · 2021: 11 · 2020: 16 · 2019: 17 · 2018: 8 · 2017: 14 · 2016: 7 · 2015: 10 · 2014: 18 · 2013: 4 · 2012: 6
FWCI
24.98
Type
journal article
Language
en
Open access
closed
Locations
Journal of Organizational Change Management (publishedVersion)
Topics
  • Social Sciences › Human Factors and Ergonomics › Innovative Education and Learning Practices
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Education › Adult and Continuing Education Topics
Keywords
play, deep learning, experiential learning, play theory, moral development, physical development, spiritual development, intellectual development

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