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Entrepreneurial Ludic Learning

Entrepreneurial Ludic Learning

Entrepreneurial Ludic Learning

Entrepreneurial Ludic Learning

February 17, 2020

By Kathy Fuller

Originally Published Here

Summary

This Entrepreneurial Ludic Learning I believe will create environments of learning and livelihood that will transform education and the workplaces of the future.

Play - Entrepreneurship - Management; three words that most people would not put together when speaking about education; however, in my tenure as an entrepreneur coach, instructional developer, adjunct professor, athlete and coach, singer and performer, and teacher of Business and Career Education and Social Studies with over 30 years in classrooms, board rooms and server rooms, I have worked to empower my students and clients by teaching innovation, iteration and integration through project and problem-based learning and gaming and I have seen its results firsthand!

Like gum under a desk, students use games, play, and the iterative methodologies to not only form good learning habits, but also to transform themselves into managers of their own learning, entrepreneurs of their ideas and players of a self-determined future-the sticky learning concepts we all epitomize.

This is why Entrepreneurial Ludic Learning™, MUST look to the iterative process of the production cycle of business and game play to allow our students the creative and productive outputs that will make learning stick.

In discussing gaming and learning with my "Crew" and oftentimes we speak of the challenges of the neurotypical mindset as non-neurotypical learners.

How do we, as teachers encountering more and more students that are non-neurotypical, address the learning needs of the increasing number of students presenting with these learning types while allowing those who enjoy the structure of neurotypical lessons and procedures through either preference or as I dare say "Habits," create engaging and robust lessons?

We are told, by administrators, the public, and the media that as teachers, we should create a learning environment that creates a safe and productive learning place for all of our students.

We as teachers need to learn more about how playing games affects learning and we need to listen to business learners and entrepreneurs, watch TED Talks and continue to learn about how game theory can improve user experiences.

Gaming is a great tool to change habits, improve learning outcomes, and prepare students for the future workplace.

Kathy has worked to empower her students and clients by teaching innovation, iteration and integration through project and problem based learning and gaming.

Reference

Fuller, K. (2020, February 17). Entrepreneurial Ludic Learning. Retrieved March 7, 2020, from https://www.ludogogy.co.uk/article/376/