What is
Play to Learn by Sharon Boller about?
Play to Learn explores how game-based learning enhances engagement, skill retention, and problem-solving in educational and corporate settings. Sharon Boller and Karl Kapp provide a nine-step framework for designing effective learning games that balance entertainment with educational outcomes, emphasizing iterative play-testing and alignment with instructional goals. The book bridges theory and practice, offering strategies to create immersive, low-pressure learning environments.
Who should read
Play to Learn?
This book is ideal for instructional designers, corporate trainers, educators, and anyone seeking to integrate play into learning programs. It’s particularly valuable for professionals grappling with low engagement in traditional training methods, offering actionable insights for fostering collaboration, creativity, and real-world skill application through games.
Is
Play to Learn worth reading?
Yes, for its evidence-based approach to merging play and education. The book combines research, case studies, and a structured design process, making it a practical guide for creating impactful learning experiences. It’s praised for its focus on balancing fun with measurable outcomes, addressing common pitfalls like overemphasis on entertainment.
What are the main ideas in
Play to Learn?
Key ideas include:
- Learning through play boosts retention and confidence by simulating real-world scenarios.
- Instructional goals must drive game design to avoid superficial engagement.
- Iterative development through play-testing ensures alignment with learning objectives.
- Games differ from simulations by prioritizing abstract, fantasy-driven skill-building.
How does
Play to Learn define a learning game?
A learning game combines a game goal (e.g., winning) with an instructional goal (e.g., mastering a skill). It uses elements like fantasy and abstraction to teach concepts in a low-stakes environment. Unlike gamification (adding points/badges to existing content), learning games are standalone experiences designed to achieve specific educational outcomes.
What is the nine-step process for designing learning games in
Play to Learn?
The steps include:
- Setting learning foundations (objectives, audience).
- Linking game mechanics to instructional goals.
- Prototyping and play-testing.
- Iterating based on feedback.
The process emphasizes embedding games within broader training programs for maximum impact.
How does
Play to Learn suggest balancing fun and learning?
The authors advise prioritizing instructional goals first, then integrating engaging elements like storytelling, challenges, and rewards. Games should be “hard fun”—
How does
Play to Learn apply to corporate training?
The book showcases how games improve employee engagement and knowledge retention by allowing practice in risk-free environments. Examples include role-playing exercises for soft skills and puzzle-solving for critical thinking. It also addresses scaling game-based learning across organizations.
What critiques exist about
Play to Learn?
Some note the framework’s complexity for beginners or time-constrained teams. Others highlight the challenge of measuring ROI on game development efforts. However, the book counters these by stressing scalability through templates and iterative testing.
Why is
Play to Learn relevant in 2025?
With remote work and digital learning expanding, the book’s strategies for virtual collaboration and adaptive skill-building remain critical. Its emphasis on engagement aligns with trends in personalized learning and AI-driven training tools.
How does
Play to Learn compare to Karl Kapp’s
The Gamification of Learning?
While Kapp’s earlier work focuses on gamifying existing content, Play to Learn delves into creating standalone games with embedded learning objectives. Both emphasize engagement but differ in scope: gamification vs. game design.
What are key quotes from
Play to Learn?
- “Games are the only force in the known universe that can get people to take action against their self-interest.” (On motivation.)
- “Play-testing isn’t a phase—it’s the entire process.” (Emphasizing iteration.)