Cultural Learning Through Playground Games
Here is an article I published in March 2019 on Playground (Recreational) Games which explores the cultural and linguistic benefits of learning through play, whatever the language involved.
Cultural Learning Through Playground Games
The Culture of Playground
Games
Commonalities in Playground Games
The Instructional Language of
Playground Games (Modals)
The Benefits of Sharing
Recent Developments
References
Cultural Learning Through Playground Games
Gallagher, Anthony Brian
ガラかーアンソニーブライアン
金城学院大学 Sports & Exercise Department
Abstract
Cultures are often seen as
country-specific but often extend well beyond geopolitical borders. The
instructional language of playground games and the engaging play used in many of
these games adds to EFL learner’s cultural and linguistic understanding of
others. With little or no specialized equipment required, a sense of fair play
and collaboration, improvisation and leadership skills make playground games
from all over the world a shared bank of activities from which we should all
contribute and draw. This short article explores the commonalities and pedagogy
involved behind playground games and the benefits of sharing and learning them.
The Culture of Playground
Games
Playground games are
normally played by children in the sanctity and safety of the grounds of their
school with little or no oversight by adults or teaching staff. Rather, this
type of learning is instigated by the students themselves and involves the
sharing of rules and etiquette between players often of a range of age groups,
free from the bounds of racial differences, ethnicity, religious beliefs or any
other constraint that often stops adults from interacting with each other and
learning through play. Not limited to children, playground games can be played
by anyone of any age as long as they have the mobility to take part. That being
said, it can often be the case that the games can be adapted to include even
those with mobility or other issues in order for all to share in the fun of the
game. With little or no specialized equipment needed for most playground games
the limitation of wealth is stripped away and an even playing field allows
everyone involved to be an active participant of equal standing.
While playground games differ from school to school,
region to region, and also group to group, the basic structure of most games
remains consistent and affords students the opportunity to engage in the play
even when they do not know the language initially, giving them time to absorb
information over time with repeated instruction from playmates. The culture of
these games are such that teachers often do not play any part in the games and
players themselves teach each other in an often very fast-paced environment
under immediate pressure but with little or no penalty or risk. The awards that
can be gained from the learning and play are often immediate and can be
incredibly rewarding, although not always. The games which are usually
high-paced, short and fun, also add to the excitement, and motivation for
players to actively engage in the play.
Each country -and regions within- has variations of the
same games that are commonly known around the globe making them easy to
understand even when the languages used may be different from their mother
tongue. Those games which are alien or new to the participants can normally be
learned quickly through gesturing, short language structures and demonstration
of the biomechanics of the games themselves. By acting out gestures and
teaching each other rules and limitations real learning can take place, in a
fun environment, and often the impact can be very impressive (Balfie, 2008).
There is
no record of the exact history as to where these games dates back to but there
are mentions of play in early North America in the journals of the great
explorers when the “men divided themselves into two parties and played prison
base, for “those who are not hunters have had so little to do that they are
getting rather lazy and slouthfull” (Lewis & Clarke, 1804). Previous to
this were games played during the renaissance which may or may not be recorded
in different museums and libraries around Europe (Leibs, 2004). According to
Bishop & Curtis (2001) “contemporary folklorists have tried to construct a
notion of tradition as a dialectical process within culture (cf. Toelken 1979)
– in other words, a process of both continuity and change, stability and
variation, dynamism and conservatism, both through time and across space”. We
know this term now more commonly as cultural heritage, of which we now know a
huge expanse of information.
Games
that school children play around the world range from the traditional Maori
game of Ki-o-Rahi, played in New Zealand; Kabaddi in Sri Lanka, Tag (UK),
Dodgeball (USA), Kho Kho (India), Hajla (Syria), Shadows (Ireland), Daruma-San (Japan), Oonch
Neech (Pakistan), Jonah (Uganda), Core Corre La Guaraca (Chile), Luta De Galo
(Brazil), Lukson-Baka (Philippines), Road Tennis (Barbados) to Three Tines in
South Africa. These games are described by the United Nations International
Child Education Fund (UNICEF) as “traditional games” of which they note “The
accessibility and expressiveness of traditional games help children think,
express and expand their ideas about our world, and support cognitive and
social development” (Children's Games of Nomads, 2018).
Commonalities in Playground Games
Often these same games are
played around the world under different -national or regional- pseudonyms but
still share a similar common structure or base of play. The smaller differences
are case by case, adapted based on the local language and often differ only by
a small degree. Perhaps the most commonly known playground game is “Tag” which
has many variants but exemplifies the global simplicity of the idea of any
playground game in that it costs nothing, can be played anywhere by anyone, has
no limitation on the number of times it can be played, and can be adapted into
many different forms with multiple changes even within the turns of the game by
allowing players to adjust and seek new agreement on how to keep the game fresh
and invigorating.
This game
“involves two or more players chasing other players in an attempt to
"tag" or touch them, usually with their hands. There are many
variations; most forms have no teams, scores, or equipment. Usually when a
person is tagged, the tagger says, "Tag, you're it".” (Wikipedia)
Continuing with the example
of “Tag” we can see that there are multiple variations of the game worldwide,
and the longevity of the game is testimony to the value with which it has been
regarded by so many for so long.
Standard
variants of the game include but are not limited to: British Bulldogs, Bull
Rush, Chain Tag, Duck-Duck-Goose, Freeze Tag, Kiss Chase, Last Tag, Octopus
Tag, Oni Gokko, and more. Team tag versions include but are not limited to:
Cops and Robbers, Zombie Tag, Manhunt, Prisoner's Base, What's the time, Mr
Wolf?, Ringolevio, Kabaddi, Kho Kho, and Tag Rugby or Touch Rugby. And also
variants requiring some equipment, e.g. Blind Man's Bluff(a blindfold),
Computer Tag(multiple computers), Flashlight Tag(a flashlight), Fox and Geese
(rope or snow), Kick the Can (an empty can), Laser Tag(laser guns), Marco Polo
(a swimming pool -or equivalent- and swimwear), Muckle (a ball), Paintball
(compressed air guns and paintballs), Sock Tag (a sock and some flour), Flag
football (fabrics) and Spud (a ball). (Tag (game), Wikipedia)
In this type of game there is sometimes a safe zone, or some other place of sanctuary where players can rest within the game and gather their thoughts momentarily. This accommodation is especially important for those who are learning the game in order for them to have some cognitive processing time to consider the rules and the situation at hand before entering into the action again. Again, the rules of the area can be agreed in advance or explained mid-game between players. Players may also make themselves safe from being tagged by employing the the use of a truce term. Sometimes indicated by the gesture of crossing fingers or folding arms, where players can let others know that they, the player, cannot be tagged at that moment, allowing again momentary rest and thought processing. This defacto barrier also allows players to communicate again (mid-game) without the need for interruption. This extension may only come into play if the players agree it as a standard and a sense of fair play continues to be in place (Tag (game), Wikipedia). The game may also include an area of penalty for those who break the rules or are caught in the game, with the opportunity for release and continuation without serious penalty or shaming. In different cultures the idea of a penalty may be frowned upon, however, it would be very common for a safe zone to be welcome in most.
In this type of game there is sometimes a safe zone, or some other place of sanctuary where players can rest within the game and gather their thoughts momentarily. This accommodation is especially important for those who are learning the game in order for them to have some cognitive processing time to consider the rules and the situation at hand before entering into the action again. Again, the rules of the area can be agreed in advance or explained mid-game between players. Players may also make themselves safe from being tagged by employing the the use of a truce term. Sometimes indicated by the gesture of crossing fingers or folding arms, where players can let others know that they, the player, cannot be tagged at that moment, allowing again momentary rest and thought processing. This defacto barrier also allows players to communicate again (mid-game) without the need for interruption. This extension may only come into play if the players agree it as a standard and a sense of fair play continues to be in place (Tag (game), Wikipedia). The game may also include an area of penalty for those who break the rules or are caught in the game, with the opportunity for release and continuation without serious penalty or shaming. In different cultures the idea of a penalty may be frowned upon, however, it would be very common for a safe zone to be welcome in most.
When we consider the
rules involved with gaming and playground games we do well to note the
description of rules as given by Hughes (1999)
“We
commonly think of rules, and perhaps especially game rules, as being rather
rigid and explicit, as primarily prescriptive and proscriptive in function
(Shimanoff 1980). This contrasts with the perspective commonly adopted by those
who describe social life in terms of rules, and who think of rules as highly
ambiguous, largely implicit, and essentially productive or generative in
function (Harre and Secord 1972; Hymes 1980; Shwayder (1965)”.
The Instructional Language of
Playground Games (Modals)
Most playground games begin
with the leader explaining the rules of the game with others, including the
limitations and sense of fair play with which the spirit of the game should
take place. The language of rules is deeply entrenched in modals including
phrases like; you have to, you must, you cannot, you need to, you should, you
shouldn’t, you don’t have to, you can’t, you mustn’t, etc. With these modals we
can employ all the rules of the games and the parameters within which the game
should take place. Those parameters normally include an agreement between the
players of: the extent of the field of play, the time duration of the game, the
terms of disqualification, the specifics of any requirements to facilitate the
success of the game, and confirmation of integrity that the rules will be
strictly adhered to.
These
modals are used to express others ability to do something (can/can’t), express
obligation or advice (must/should/have to), make requests with permissives
(could/may/might) as well as describing players habits (e.g. We would often
play over there). Linguistically, the
instructional language is of most interest; and pedagogically the student
centeredness nature of the gaming is most important. The language that players
teach each other can expand players knowledge of synonyms and antonyms as
instruction is clarified and confirmed repeatedly until a fair enough knowledge
of gameplay is attained. Foreign or regional language learning also expands to
encompass different dialects and pronunciations. Examples of this can be seen
when players contest their understanding of the local rule and reaffirm and
restate exact instruction in order to avoid confrontation and speedy recovery
to game continuation. In the cases of possible cheating or game misconduct
players will use the language of probability and often reported speech. These
can be used when we want to say how sure we are that something happened / is
happening / will happen. These modals of deduction or speculation allow us to
express a degree of certainty or probability to the reportage of events which
may have taken place.
In
physical education, the Teaching Games for Understanding (TGfU) pedagogical
strategy has attracted significant attention from theoreticians and educators
for allowing the development of game education through a tactic-to-skill
approach involving the use of modified games (Chow, Davids, Button, Shuttleworth,
Renshaw & Duarte, 2007). However, some have proposed that as an educational
framework, it lacks adequate theoretical grounding from a motor learning
perspective to empirically augment its perceived effectiveness.
By Chukwuemeka Okafor - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=77246528
The Benefits of Sharing
In New Zealand Bauer & Bauer (2003) found that during
playground games that student’s language “showed a high degree of creativity:
there was lots of evidence that children play with language. This is not
necessarily the kind of creativity recognized and rewarded in the classroom,
but it shows a degree of linguistic awareness and an enjoyment of language
jokes which is there to be tapped”. They went on to explain that “some of the
words which show variation are the names of basic playground games, but there
are also likely to be differences in the words which children use to express
feelings, and also in the range of senses of certain insult words (Ibid).
As reported in a study by Willett (2013) their analysis
showed “that in their play and game design process, children draw on and
perform particular social positions on the playground” which means that
blending of language skills and social skills occurs quite clearly during
gameplay and cultural development of the players is attenuated. The
socialization that occurs during playground games is not limited to children
and has room to be quite dynamic in other age groups as well.
Schecter
& Bayley in (2004) stated that “language socialization research has
traditionally focused on how young children are socialized into the norms and
patterns of their culture by and through language” but that “research in this
tradition has typically conceived of the process as relatively static, bounded
and relatively unidirectional. This suggests that measurement is quite difficult
to do and the dynamics of the social group, the climate -the rapport- involved
between players, and ways of categorizing the situations are perhaps
undeveloped. They went on to show that “language socialization is a dynamic and
interactive process that extends throughout the lifespan as people come to
participate in new communities, define and redefine themselves according to new
roles, and either acquiesce in or challenge the definitions and role
relationships formulated by others” (Ibid). In simpler terms, one might suggest
that there is learning happening between people, learning happening of people
themselves, and learning of the dynamics of the culture within which the games
are being played.
By Popular Graphic Arts - Library of Congress Catalog: http://lccn.loc.gov/95505003Image download: http://cdn.loc.gov/master/pnp/pga/11800/11854u.tifOriginal url: https://www.loc.gov/pictures/item/95505003/, Public Domain, https://commons.wikimedia.org/w/index.php?curid=66414961 |
Recent Developments
In its guide to children's
games, the United Nations children's agency declare that sports-based games are
a chance to be fun and active but also "a way of learning important values
and life skills, including self-confidence, teamwork, communication, inclusion,
discipline, respect and fair play". This is clearly manifest in Asia in
the 2018 World Nomad Games as they testify that “development, popularization
and promotion of ethnocultural traditions of nomadic people and ethnos of the
world at the international level as part of global ethnocultural movement in
the era of globalization (World Nomad Games, n.d.). These games are more
competitive in form and do not conform to the simplicity of playground games
for the most, however some of the games do maintain these simplistic
characteristics and the sense of play and cultural exchange.
Conversely, in North America governmental groups are trying
to legislate and formulate more rigid parameters within which they wish to
promote gameplay and exercise for a number of reasons. Mainly, they wish to promote
the idea of individuals being physically literate and capable of maintain
youthful health without the need for expensive equipment or maintenance. It
would appear that the lifestyle change back to an age of more activity is being
sought by many parties in order to shape a more robust, healthy nation, both
mentally and physically.
According to America’s National Standards for Physical Education (SHAPE)
The physically literate individual:
Ø
Demonstrates
competency in a variety of motor skills and movement patterns.
Ø
Applies
knowledge of concepts, principles, strategies and tactics related to movement
and performance.
Ø
Demonstrates
the knowledge and skills to achieve and maintain a health-enhancing level of
physical activity and fitness.
Ø
Exhibits
responsible personal and social behavior that respects self and others.
Ø
Recognizes
the value of physical activity for health, enjoyment, challenge,
self-expression and/or social interaction.
All of these facets one
would assume are already inherent in children of school age who would partake
in playground games with verve and enthusiasm. These and other campaigns and
agencies are often found around the globe in response to different national
health issues and can be reactionary more than facilitatory. Bafile (2008)
asked the question “In light of the prevalence of childhood obesity, should
schools limit the physical activity of kids during what is often their only
"free time" for play at school?”. The simple answer should be “no”
but in any litigious society with a culture of making claim against
institutions there is cause for concern and caution.
There is
minimal risk involved with playground games due to their nature but there is of
course -as is evident in any daily activity- the opportunity for injury or
harm. Of the game “tag” the president of the US National Association for Sport
and Physical Education Craig Buschner said that "Tag games are not
inherently bad ... teachers must modify rules, select appropriate boundaries
and equipment, and make sure pupils are safe. Teachers should emphasize tag
games that develop self-improvement, participation, fair play, and
cooperation."
In
Maryland, USA, part of the school curriculum includes such playground games in
their physical education classes and is blended into their programs to
encourage physical activity. The Society of Health and Physical Educators is
the nation’s largest membership organization of health and physical education
professionals who set the standard for health and physical education in the
U.S. (SHAPE America).
With
little or no specialized equipment, a sense of fair play, leadership,
collaboration, improvisation and language skills, playground games remain to be
a shared bank of activities from where we can all learn culture, language and
the wonders of societies from all around the world. These games, our heritage,
may one day be recorded as intangible assets by organizations like the United Nations Educational, Scientific and Cultural
Organization (UNESCO) who describe
heritage as “our legacy from the past, what we live with today, and what we
pass on to future generations. Our cultural and natural heritage are both
irreplaceable sources of life and inspiration” (World Heritage, 2018).
References
Bafile,
C. (2008,
Sep 24) Is This "It" for Tag?
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Bauer, L.
& Bauer, W. (2003) The Children’s Language Project. Playground Talk: Dialect and
change in
New Zealand English.
Wellington: School of Linguistics and Applied Language Studies, Victoria
University of Wellington, New Zealand. Available at
https://www.victoria.ac.nz/lals/about/staff/laurie-bauer-publications/The_Children.pdf
Benesse Corporation (1999) Kodomo tachi no asobi monogurafu shogakusei
nau [Children’s play
in elementary grade schools], vol. 19 (1). Tokyo: Benesse Educational Research Center. Retrieved from http://www.childresearch.net/data/school/1999_01.html
Children’s Games of Nomads
(2018) Retrieved from
https://www.unicef.org/kyrgyzstan/childrens-games-nomads
Chow,
J. Y., Davids, K., Button, C., Shuttleworth, R., Renshaw, I. & A. Duarte
(2007, Sep)
The Role of Nonlinear Pedagogy in
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Research,
Vol. 77, No. 3, pp. 251-278
Clements, R. (2004) An Investigation of the Status of Outdoor Play. Contemporary Issues in Early
Clements, R. (2004) An Investigation of the Status of Outdoor Play. Contemporary Issues in Early
Childhood, Volume 5, Number 1, 2004.
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Children’s Games and Gaming. in
Sutton-Smith, B., Mechling, J., Johnson,
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and games of the Renaissance. Sports and
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Greenwood
Publishing Group. p. 199. ISBN 0-313-32772-6.
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June 8) June 8, 1806 Lewis. Journals of the Lewis & Clark Expedition.
Center
for Digital Research in the Humanities, University of Nebraska Lincoln.
Retrieved from https://lewisandclarkjournals.unl.edu/item/lc.jrn.1806-06-08#n35060803
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Outdoor sports and games. The Library of
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Games that school children play around the world. Their World
When
Zombies Appear, Fitness Comes to Life at Maryland Middle School (2018) SHAPE America, USA. Retrieved from https://secureservercdn.net/365.d3f.godaddywp.com/wp-content/uploads/2018/05/MD-Middle-School_Russell.pdf
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International Journal of Play, 4:1, 32-44, DOI: 10.1080/21594937.2015.1017305
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(game). International ethnocultural festival "NOMAD UNIVERSE".
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