The role of play in learning has been undoubtedly acknowledged
when it comes to child education. Play represents an essential part of
communicatively oriented second language (L2)/ foreign language (FL)
curricula, especially for younger or beginning learners, and has been
widely used in the form of different games, team projects, or role-play
with the purpose of providing context for communication, collaboration,
and opportunities for language practice. However, when it comes to more
advanced adult learners, such as L2 or FL students of English for
academic purposes (EAP), the role of play does not seem to be much
discussed in the literature. In most cases, the benefits of play for
adult cognition suggested by psychology, cognitive science, and other
research have barely been considered. Yet, such benefits extend beyond
the L2/FL classroom and apply to novice as well as advanced learners.
What kind of play can benefit cognition? There are different
types of play and they all have their value, but it is genuine play
(Power, 2011) that involves playfulness—displayed as behavior,
attitudes, and emotional experiences that are spontaneous, such as
imaginary or free play—that is of importance to this discussion. Based
on neuroscience, psychology, emotion studies, anthropology, dynamic
systems and evolution theory, and aesthetics and art research, Power
(2011) defines playfulness as “dynamic, interactive, enigmatic,
lighthearted, humorous, imaginative, open-minded, and transformative”
(p. 300). Playfulness, thus defined, is relevant to Lozanov’s (1978) infantilization, a childlike state of mind in which
“perception, memorization and creative imagination seem to return, to
some extent, to the more favorable level of the earlier age periods”
(p.191). This definition also reveals the relationship among adult play,
emotion, cognition, and creativity, and will be considered below.
What are some benefits of adult play(fulness)? One is that it
can lower (learner) inhibitions and anxiety, and thus foster positive
emotions, which can lead to increased motivation, confidence, curiosity,
involvement, and enjoyment (cf. Power, 2011); this, in turn, can
facilitate memorization and cognition (Lozanov, 1978, 2009). Lowering
anxiety is important for all learners, especially for L2 EAP learners
who are often international students trying to overcome various language
and cultural barriers.
From positive psychology we learn that positive affect, being
both the motivator and the result of playfulness, has long-term
cognitive, psychological, as well as physical benefits as it fosters
flexibility; open-mindedness; and novelty and creativity in thoughts,
attitude, and behavior (Power, 2011). This is supported by research in
neurochemistry, according to which playfulness can increase dopamine
levels and thus affect one’s cognitive flexibility and desire to explore
(Power, 2011). Furthermore, from a neuroaesthetic point of view,
creative/combinatory play, which is at the core of creative thinking helps explore and experiment with the relationship and
interconnections between the elements and the whole by involving both
conscious and unconscious thinking processes; this includes not only
imagination and creativity, but also self-reflection, empathy, and
metacognition (Stevens, 2014). According to Lozanov (1978, 2009), this
type of play(fulness), supported by artistic/aesthetic and positive
emotional stimuli and expression, is what helps the brain process and
retain information better. From a sociocultural perspective, this is
what could enable higher mental processing. It would be logical to
assume, then, that through creative thinking, play(fulness) can also
stimulate critical thinking.
Also, research has established that play (or lack of play) can
influence not only cognitive and emotional, but also social development
(Stevens, 2014). As Power (2011) suggests, “playfulness and
creativity…enable developmental, psychological, behavioral and cultural
flexibility” (p. 297), and playfulness in communication is fundamental
to socialization. Thus, communicative types of play used in L2/FL
classrooms could provide not only for communicative practice, but also
for target-culture social skills development. In addition, from an
evolutionary and developmental perspective, adult playfulness, a sign of
neoteny (juvenilization), can help optimize neurogenesis (the
production of new brain cells) and adult brain plasticity (Power, 2011).
Considering all this, it would be right to agree with Stevens (2014)
that the adult brain does need to play. But, how could we help the brain
play in the classroom?
Certainly, encouraging playfulness in creative/combinatory or
other kinds of spontaneous play would be one way. Also, according to
brain research (Dart, 2013), wandering off a task (i.e., leaving
problems to subconsciousness) is another way to let the brain be more
creative—by slowing down the frontal lobes, mind
wandering makes it easier for ideas to start flowing and to
surface from subconsciousness into consciousness. This temporary
sleep-mode state could be easily induced by, for example, taking a walk
(as Beethoven did), jogging, mowing the lawn, or meditating. Brain
research has also established that engaging in such mentally undemanding
activities, including sorting out building blocks by color, gardening,
and taking a shower, allows for the brain to make new connections.
Another way of letting the brain play (i.e., create) is by
startling or surprising it. Startling can cause a shift between what is
in consciousness and what is in subconsciousness (Lozanov, 1978); it
makes one more open to ideas and helps remove mental blocks, making
thinking more flexible (Dart, 2013). In the classroom, too, mind
wandering could be achieved through simple, physical, cognitively
nondemanding activities such as coloring, dancing, moving, or sorting
out objects. This process of making new connections could certainly be
enhanced through surprise. Thus, creative (and critical) analysis and
evaluation of sources could be fostered, followed by critical reading
and writing (skills very important for university EAP students). But are these viable
solutions for the EAP classroom?
To investigate further, I would like to offer some insights
from Lozanov’s Suggestopedia (Lozanov, 1978, 2009), a theory-based
teaching methodology which has been found to accelerate learning while
making it a positive experience. According to Lozanov’s theory, the
childlike state of mind, playfulness, is most favorable for learning and
can be achieved in the classroom, and in all communication, through positive suggestion, which is
perceived and reflects on behavior and cognition both consciously and
unconsciously. A childlike mindset is conductive to concentrative psychorelaxation, a state free of
strain and anxiety in which one’s reserve potential can be released in
the form of hypermnesia (or super memory), hyper
creativity, and even control of one’s bodily functions.
Based on his research in psychology, psychotherapy, and
neurology (very much in line with current research), Lozanov (1978,
2009) concluded that the brain does not process stimuli in isolation,
but simultaneously, and that positive emotional stimuli perceived
consciously but mostly subconsciously or subliminally facilitate
long-term memory. Hence, the purpose of teaching should be to seize that
favorable mindset by engaging both conscious and subconscious
processing, both synthesis and analysis: the whole brain, and learners’
whole emotional-rational being. In order to do so, the Suggestopedic
teacher provides a carefully organized, safe, inspiring, and vibrant
environment by offering positive suggestion through, for instance,
humor, storytelling, music, art, aesthetics, rhythm, movement, dance,
games, drawing, or acting, while also suggesting high
(self-)expectations, confidence, and trust, as well as freedom of choice
and expression.
Play and role-play are essential in Suggestopedia. Play is
preplanned and purposeful—it provides variety in practice and
stimulation (thus also facilitating various learner styles), and, most
importantly, allows for simultaneous conscious and subconscious processing
of input. Encouraging playfulness in various ways through positive
stimulation also allows for stress-free learning to take place
subconsciously while learners are focused on the game or the role they
play. Playful attitude is constantly encouraged, while competition is
discouraged, as the goal is to promote group rapport and empathy through
(creative) collaboration. In the process, classical art, music, and
aesthetics are used to provide positive stimuli which help induce
psychorelaxation and cluster (Lozanov, 2009) with
received information to facilitate memorization in a whole-brain,
whole-person learning process. Role-play in the classroom starts from
the beginning as students are invited to participate in learning by
assuming new target language identities. This helps protect learner
identity and enter a new functional state (mindset) in which barriers
are more easily overcome, thus making playful socialization and free
expression possible. In all that, surprise is a constant element as playful creativity and storytelling in Suggestopedia are usually unpredictable.
While Suggestopedia cannot be applied without training
(Lozanov, 2009), its relevance to current psychology and cognitive
science research helps make it clearer how play can benefit EAP
classrooms where various new academic, linguistic, and social skills can
be difficult but quite important to develop quickly. It would not be
enough, it seems, to randomly introduce play into learning, including in
EAP contexts, with the sole purpose of ensuring practice,
communication, collaboration, and entertainment. Play needs to be, first
of all, conducive to playfulness. And second, in order to make learning
more effective, play needs to be purposefully planned, so as to
stimulate and engage both conscious and subconscious processes, both
brain hemispheres, and both emotion and logic while ensuring enough
opportunities for making new connections. But most importantly, play needs
to foster positive emotions.
References
Dart, K. (Writer & Director). (2013). The creative
brain: How insight works [Television series episode]. In N. Cook (Series
Producer), Horizon. London, England: British
Broadcasting Corporation. Retrieved from http://www.dailymotion.com/video/xy9ag1_bbc-horizon-the-creative-brain-how-insight-works_tech
Lozanov, G. (1978). Suggestology and outlines of suggestopedy.
In S. Krippner (Ed.), Psychic studies (Vol. 2). New
York, NY: Gordon and Breach.
Lozanov, G. (2009). Suggestopedia/Reservopedia: Theory
and practice of the liberating-stimulating pedagogy on the level of the
hidden reserves of the human mind. Sofia, Bulgaria: St.
Climent Ohridski University Press.
Power, P. (2011). Playing with ideas: The affective dynamics of
creative play. American Journal of Play, 3(3),
288–323.
Stevens, V. (2014). To think without thinking: The implications
of combinatory play and the creative process of neuroaesthetics. American Journal of Play, 7(1), 99–119.
Snezhana S. Harizanova is pursuing her PhD in
linguistics and applied linguistics at York University in Toronto,
Canada. She has taught EFL/ESL and is a trained suggestopedagogue. Her
research interests are in explicit versus implicit and conscious versus
unconscious teaching and learning. Her doctoral research is focused on
Suggestopedia and its applicability in EAP. |