Learning to play, playing to learn: A case study of a ludic learning space
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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Recently, Kolb and Kolb (2010) described a case study in which a playful activity in a team created a 'ludic learning space,' which evidently helped to promote learning.
“Recently, Kolb and Kolb (2010) described a case study in which a playful activity in a team created a”
From The virtuousness of adult playfulness: the relation of playfulness with strengths of character (2011) · cites this paper as Kolb and Kolb (2010)
Cites
Ryan, R. M., & Deci, E. L. (2000) · American Psychologist · doi:10.1037//0003-066x.55.1.68 · Cited by 27,815 · see citing works
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A RECIPE for Meaningful Gamification
Nicholson, S. (2015) · Gamification in Education and Business · doi:10.1007/978-3-319-10208-5_1 · Cited by 722 · see citing works
The virtuousness of adult playfulness: the relation of playfulness with strengths of character
Proyer, R. T., & Ruch, W. (2011) · Psychology of Well-Being: Theory, Research and Practice · doi:10.1186/2211-1522-1-4 · Cited by 89 · see citing works
“Recently, Kolb and Kolb (2010) described a case study in which a playful activity in a team created a “ludic learning space,” which evidently helped to promote learning.”
BackgroundLee, A. Y.-P., Chang, P.-C., & Chang, H.-Y. (2022) · Employee Relations: The International Journal · doi:10.1108/er-06-2021-0251 · Cited by 35 · see citing works
- 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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