The Magic Circle of Learning: A Framework of Play in Education

Abstract The use of video games in formal education has grown across all sectors over the past twenty years. However, much literature focuses on measuring learning and motivation, foregrounding game technologies without critical exploration of contexts and politics of use. This neoliberal approach of valuing what we chose to measure limits our understanding of the wider benefits of digital play in formal education. Here, we present the ‘magic circle of learning’ as an alternative theorisation that considers play as philosophical principles that enable critical reframing of pedagogy, transcending a preoccupation with game design and technological implementation. We first identify five characteristics that align with the metaphor of the ‘magic circle’ from game studies: meaningful experience, intrinsic motivation, failure mindset, lusory community, and imaginative freedom. We then present a framework for analysing how the magic circle is manifest during learning and explore a large qualitative data set generated by teachers learning to use new technologies during the Covid-19 pandemic. We highlight three examples of how teachers learned to teach in new digital spaces, moving outside and into the magic circle, and discuss the barriers to adoption of play. Finally, we highlight the potential of this analysis approach to reimagine formal education.

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Publication Details

Journal
Postdigital Science and Education
Published
2025-05-09
DOI
https://doi.org/10.1007/s42438-025-00558-9
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

The Magic Circle of Learning: A Framework of Play in Education

Cathy Lewin, Claire Goodley, Nicola Whitton, David Woolley
Postdigital Science and Education
Educational Games and Gamification
article

The Magic Circle of Learning: A Framework of Play in Education

Cathy Lewin, Claire Goodley, Nicola Whitton, David Woolley
article en

Abstract

Abstract The use of video games in formal education has grown across all sectors over the past twenty years. However, much literature focuses on measuring learning and motivation, foregrounding game technologies without critical exploration of contexts and politics of use. This neoliberal approach of valuing what we chose to measure limits our understanding of the wider benefits of digital play in formal education. Here, we present the ‘magic circle of learning’ as an alternative theorisation that considers play as philosophical principles that enable critical reframing of pedagogy, transcending a preoccupation with game design and technological implementation. We first identify five characteristics that align with the metaphor of the ‘magic circle’ from game studies: meaningful experience, intrinsic motivation, failure mindset, lusory community, and imaginative freedom. We then present a framework for analysing how the magic circle is manifest during learning and explore a large qualitative data set generated by teachers learning to use new technologies during the Covid-19 pandemic. We highlight three examples of how teachers learned to teach in new digital spaces, moving outside and into the magic circle, and discuss the barriers to adoption of play. Finally, we highlight the potential of this analysis approach to reimagine formal education.

Postdigital Science and EducationVol. 7(2)
Manchester Metropolitan University (GB), Northumbria University (GB), Priory Hospital Cheadle Royal (GB)
Manchester Metropolitan University, Durham University
Openalex Percentile: Top 90%
Educational Games and Gamification
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