13 July 2000
 The Implicit Pedagogy of Chase 
  Play
  Stephanie Owens and Francis Steen 
   
Many theorists pondering the existence and funtion of animal and children's play have concluded that the purpose of play is to train skills and acquire and/or organize knowledge (Corsaro, 1985; Fagan, 1975; Bruner, 1972; Vygotsky, 1967; Piaget, 1962). The functional hypothesis of training through play has also been utilized in attempts to explain the purpose of human play. Physical activity play, specifically rough-and-tumble, is proposed to train skills related to the comprehension of and formation of dominance hierarchies for boys (Pellegrini & Smith, 1998; Pellegrini, 1993). Symbolic play is believed to provide practice of skills observed in adults for the purpose of consolidating cognitive schemes (Piaget, 1962). Relatedly, Vygotsky (1967) suggested that play forms a zone of proximal development for the development of higher-level thought. Bruner (1972) writes that play offers an "optional pressure-free opportunity for combinatorial activity (pp. 38)." Because play occurs in a situation that is less pressured and not as costly in which to experiment with strategies and variations of strategies that could be used in the real situation, play functions to minimize the consequences of activities. Features of a skill are mastered in play then recombined in novel ways to provide mastery of the behavior in its entireity for executive use. Symbolic play begins to teach conventions and rules of culture and about conventions and rules in general. (Bruner, 1972). Fagan (1975) posits that the hypothetical function of play is that it is designed as a way to experiment with the world or one's own body to extract a predictive description from simulated examples. Organisms are building a model of the world and of the self.
Not only will we be arguing that play is an adaptation for learning, following the path laid by Bruner and Fagan, but also that pretense, specifically, is an evolved mechanism for learning through the process of imaginative immersion as an agent in a new context and role with accompanying conscious and unconscious changes in probabilities of strategy use via structural learning. The pedagogy of pretense is implicit.
Address the general assumption that nature/evolution produces adaptations for 
  functioning in the world and that cultural
  learning is required for training new skills and fostering innovative/creative 
  behavior. Lev Vygotsky is perhaps the most
  widely known proponent of this position from his assertion that the higher thought 
  processes develop from sociocultural
  learning, specifically from an abstract, sign-based language, and this is what 
  separates cultural man from primitive man,
  although on the evolved, physiological level we are the same species. However, 
  there are principled reasons to believe
  that natural selection has also constructed adaptations designed for training.
Chase Play as Pretense
Young children, from infancy through the early childhood years, engage in a form of physical activity play with surprising frequency. That form of play is chase. Researchers of play in early childhood do not classify chase play as pretend play but as exercise play, along with jumping rope, bicycling, running and climbing, etc. (Pelligrini & Smith, 1998). We do not deny that chase play does provide an opportunity to exercise but our understanding of chase play must broaden to recognize the elements of pretense intrinsic to this form of play.
When playing chase, children are smiling or have a playface, characterized by a wide open mouth with the corners moving up and out, as in a smile, the eyebrows are raised, and the eyes are open wide. Speech acts within a game are characterized by a rising intonation with a singsong quality, similar to the tone used by a parent speaking to his or her infant. The content of these speech acts must also be interpreted as pretense by the children and adults involved in the game but also by anyone in earshot. When a child says, "Chase me!," she certainly does not mean a "real" chase with the harm that would accompany capture. And she says this with a smile and sometimes followed by the playface. A chaser, especially an adult, makes statements such as "I’m going to get you!" She says this with a playface and really does not intend to even make physical contact with the child. The child usually giggles, laughs, or squeals in response, all the while smiling broadly. Even the squeal ends with a giggle, almost as if the two were combined in some way. The excitement is so intense what would be a giggle becomes one long, high-pitched squeal. An adult was even overheard saying, when she captured a girl and lifted her in the air, "What am I going to do with you? Eat you?" The girl giggled! Certainly she knew her teacher would not eat her "for real." And if a parent overheard this statement, he would not take his child out of the day care. A related behavior indicative of presence in the pretend frame is the frequent behavior of pretending to eat the fleer, complete with the biting and chewing movements with the mouth.
Chase play is also a manifestation of collaborative pretense. On the surface, chase games appear to be verging on the competitive. Chaser and fleer appear to have opposing goals in the game: capture and evade capture. The apparent goal is to capture the fleer with the pretend objective of eating him! However, as many examples throughout this section already suggest, chasers self-handicap. They intentionally refrain from actual capture by pursuing the fleer at a slower pace, by halting all movements to allow the fleer to escape, or by merely grabbing at the fleer with no intention to physically contact her.
Implicit Pedagogy
A primary task of humans, particularly the developing child, is the process of self-construction. Self-construction consists in those activities of the child that have as their primary objective the improvement of the child's motoric, perceptual, emotional, and conceptual organization. These activities take place in a cognitive frame we call the learning mode. By its objectives this frame is distinguished from the executive mode, in which the child seeks to satisfy biological needs of survival such as food, shelter, and rest. The two modes are prototypically different along several dimensions: in their evolutionary history, in their computational design, in the behavior they give rise to, and in their subjective phenomenology. To emphasize that natural selection has acted on the learning mode to optimize the development of the childs interaction with its environment in such a way as to make optimal use of its neurobiological, cognitive, and cultural resources, we propose to refer to the structure of the learning mode as an implicit pedagogy. The objectives of the curriculum of implicit pedagogy are broadly specified developmental targets (Edelman), but these are reached only in repeated appropriate interactions with the physical and social environment. The child does not need to be and normally would not be conscious of the distal purpose of its spontaneous learning activities. The implicit pedagogy guiding self-construction is typically characterized by adaptations for various forms of nurture, contrasting with the conventional view of natural selection as a struggle between individuals. This evolved pedagogy has three dimensions: motivation, implicit curriculum, and the creation of learning environments.
Let us begin with the motivational dimension. What guides the child's behavior in an indirect manner towards acquiring new skills is her subjective phenomenology, including subtle gradations of experiences such as awe, joy, thrill, boredom, and aversion. Boredom is an extremely important component of implicit pedagogy: it motivates the child not only to cease its current activity, but to move into her zone of proximal development to a new developmental target as specified in the implicit curriculum. The child finds a natural and instinctive pleasure in activities that serve no immediate purpose other than that of improving her overall organization.
Children are highly motivated to play chase. They readily tell us that they find the behavior enjoyable and frequently smile or squeal with delight during the game. Their motivation is closely tied to activators (we’ll need to discuss this concept).
The second dimension of implicit pedagogy is that of structuring the child’s activity according to an implicit curriculum. We propose that the child is guided by a systematically unfolding and cumulative sequence of target values that constitutes an implicit curriculum. Although the implicit curriculum internally regulates the child, her performance is enhanced in an environment enriched by adult interactions. Discuss some elements of our findings here.
What guides the childs behavior in an indirect manner towards these objectives 
  is its subjective
  phenomenology, including subtle gradations of experiences such as awe, joy, 
  thrill, aversion, and boredom (Baars). An
  important corollary of this model is that the child finds a natural and instinctive 
  pleasure in activities that serve no immediate
  purpose other than that of improving its overall organization. We propose that 
  the child is guided in this manner towards a
  systematically unfolding sequence of target values that constitutes an implicit 
  curriculum that defines a cumulative
  developmental trajectory (Owens and Steen). 
Autopoiesis involves the related developmental dimensions of assembly, organization, and training. The autopoiesis hypothesis of the origin and function of pretense makes the claim that pretense is a suite of computational processes that evolved in response to pressures from natural selection to train complex cognitive adaptations. A more detailed description of these computational processes may help clarify the claim that it is central to autopoiesis. In the framework of human development, autopoiesis is the process of regulating and guiding the child towards more complex skills. We have suggested it relies on two central strategies: it structures the child’s learning activities according to an implicit curriculum and it motivates the child through the conscious experience of a subjective phenomenology. We now wish to add a third: autopoiesis utilizes pretense as a way of creating a learning environment for the child. These three strategies add up to what we term an implicit pedagogy. The notion of an implicit pedagogy should be elaborated. We need to draw the parallels to explicit pedagogy and to extend the notion to include the collaborative participation of adults and other experts in the child’s development.
Autopoesis is faced with two kinds of opportunities/constraints: speed of epigenesis 
  and the use of information located in the
  environment (behavioral integration into the environment). The solution to this 
  adaptive problem is implicit pedagogy. 
Natural selection will favor a robust system. On the one hand, the system needs 
  to be robust enough to withstand impoverished
  circumstances. On the other, there will be adaptive pressures to make use of 
  opportunities - rich informational resources - if
  they are available. Children are faced with informational and nutritional resources. 
  This is an adaptive problem = how do you
  time the resource allocation on the nutritional and informational dimensions? 
  The implicit curriculum is the embodiment of the
  solution of the adaptive problem. It optimizes resource abstraction in a neurobiological 
  developmental stage. Given the
  neurobiological resources available at the moment, the child should know how 
  to abstract the resources. 
Without this:
1 - would not optimize - would learn arbitary information 
  2 - would not optimize - would not be using available capacity 
The implicit curriculum schedule for information abstraction needs to be aligned 
  with biological changes. Would be selected
  against if these were not synchronized. 
Ironic aspect - debate about nature-nurture - people assume that with a genetic 
  model, we would favor nature over nurture.
  With this model, an emphasis on either nature or nurture would be maladaptive. 
There is a constant ceiling effect. Children are always pushing the limits. 
  The ceiling is constantly moving up, creating space that
  the child can then move into. 
Ceiling effect = the child's cognitive activities are always making maximal use of its neurobiological resources.
Neurocomputational abilities will always be pushing against the neurobiological 
  limits. Pushing against the ceiling does not cause
  the ceiling to rise. An evolutionary account would not expect this to happen, 
  but the child should be pushing against it or the
  space available would be a wasted resource. 
Evolutionary pressures on the implicit curriculum = Natural selection would 
  act against a curriculum that wasted resources. No
  advantage to spare cognitive resources. The implicit curriculum motivates children 
  to make use of all cognitive resources all the
  time. 
Pascual-Leone and van Geert = if a child is pedagogically deprived (without 
  expert interaction during play), development
  appears stage-like because the available neurobiological resources are wasted.
Theories of child development have contrasted the view that cognitive change 
  is driven by learning, as proposed by Vygotsky
  and others, with the view that it is driven by organic changes, such as proposed 
  by Piaget and his school. Both sides claim or
  have amassed an impressive body of evidence. 
In an evolutionary perspective, however, it is not possible to maintain this 
  opposition. The challenge of autopoiesis is precisely
  to integrate them. Much of the information the child needs to build itself is 
  located in the environment. We might think of this as
  the distributed cognition of life itself. While the genes contain the core instructions, 
  their capacity is constrained. Natural
  selection will have favored storing only that information which cannot reliably 
  be found in the environment. The precise strength
  of bones and muscles, for instance, need not be stored in the brain, since gravity 
  and the activity of the infant reliably provides
  the necessary parameters. This is also true for cognitive tasks. The child must 
  build itself in the environment in which it finds
  itself, and it must do so faced with the twin constraints of epigenesis and 
  information processing. 
The cultural constructivist model, which may be more extreme than Vygotsky's 
  proposals, is still widespread both in
  psychology and in the humanities. It holds that epigenetic change is largely 
  or entirely irrelevant to the process of cognitive
  growth. In this perspective, the brain is at all times adequate to the child's 
  learning opportunities, and development is entirely
  driven by the culturally mediated acquisition of new skills and modes of thinking. 
In the model proposed by Piaget, the child's learning takes place within the 
  space provided by organic development. Given a
  certain neurobiological profile, there are certain tasks the child is capable 
  of learning and others that remain beyond its reach. In
  any developmental stage, there is a ceiling effect beyond which new skills or 
  skills of a new complexity will not be acquired.
  The epigenetic system is seen to be robust: even if the child is not trained 
  or taught, new cognitive skills will nevertheless come
  on-line on time as directed by organic changes in the child's brain. 
The notion of stages has been somewhat undermined by the work of Pascual-Leone 
  and van Geert. They found that in a
  situation where the child receives adequate educational support, development 
  is gradual and continuous. 
These debates can usefully be placed in an adaptationist perspective.In describing 
  the two major dimensions of constraints of
  development, learning and epigenesis, they in effect pose an adaptive problem, 
  which is to optimize learning through the
  simultaneous development of both. 
The task of learning is inherently complex. With Vygotsky, we can think of 
  it being structured like a man-made edifice, where
  certain tasks can only be learned on the basis of previous learning, like bricks 
  placed on bricks. The architectural plan of the
  building is achieved because the learning is scaffolded by adults in the community. 
  The growth of the child's neuroanatomy is
  similarly cumulative; each step depends on an infinite series of previous steps. 
It is clearly not possible to optimize these two dimensions of cognitive development 
  separately. Since much of the information
  needed for the development of appropriate brain structures is located not in 
  the genes but in the external environment, or more
  broadly in the child's action in and construction of the environment, a developmental 
  process that proceeded by leaps and starts
  in either dimension would be wasteful. This is most obviously the case in the 
  constructivist postion. If at any given time there is
  always sufficient neural capacity to perform any possible cognitive task, there 
  is an implausibly chronic capacity underutilization.
  On the other hand, if neural capacity lags what the child is expected to learn, 
  teaching will be ineffective. Similar objections hold
  against Piaget's suggestion that epigenetic development build neurobiological 
  structures on a fixed schedule, as it were creating
  a large room in which the child was given space to grow. Eventually, through 
  learning, he would grow to fill up all the available
  space and thus trigger the ceiling effect. In the meantime, however, there would 
  be wasted neural capacity. Seen from the other
  side, organic changes that become decoupled from learning runs the risk of going 
  astray, as information located in the
  environment is vital for meaningful epigenetic development. 
The adaptive task facing autopoiesis can thus be reformulated. On the one hand, 
  a one-sided focus on epigenetic change risks
  the underutilization of information located in the environment. On the other, 
  an excessive emphasis on extracting environmental
  information runs up against the problem of an insufficient neural substrate 
  to accomodate the learning. Such inefficiencies form
  the scene of opportunity for beneficial mutations. Natural selection acts in 
  precisely such circumstances, resulting through
  differential reproductive success in organisms that have a superior design. 
  We propose to conceptualize the solution to this
  adaptive problem in the notion of an implicit curriculum. It is hypothesized 
  to be designed to maintain a developmental
  trajectory where learning processes at all times tend to make full use of neurobiological 
  resources. 
The gradual development that Pascual-Leone and van Geert observe under educationally 
  favorable conditions is in line with the
  predictions of this model. We would not expect a stage-like development. In 
  place of the image of the child entering a large and
  spacious room and slowly growing until his head hits the ceiling, we propose 
  the image of a child that is at all times playfully and
  energetically banging against the ceiling. At the same time, the ceiling is 
  constantly receding, creating additional computational
  capacity. The task of implicit pedagogy is to motivate the child to keep pushing 
  up against the ceiling at all times even as it
  constantly recedes. The ceiling effect, in this view, is the normal situation, 
  the optimal cutting edge of the child's development
  and the constantly moving target of implicit pedagogy. 
The appearance of stages can be explained in part as an artifact of Piaget's 
  methodology, in part as a useful if somewhat
  misleading heuristic, and in part as the effect of selective deprivation. Children 
  who receive inadequate educational attention
  may in periods be unable to make full use of their neurobiological capacities 
  -- a problem that surely persists. Similarly, children
  who do not receive adequate nutrition may show a disrupted developmental trajectory. 
What is the significance of the learning-mode hypothesis for modeling the developmental 
  trajectory of the child? It allows us to
  articulate a position that is intermediate between genetic determinism and a 
  cultural constructivism. 
Following Pascual-Leone (1970) and Case (1995), we propose to treat working 
  memory as the critical locus of this cognitive
  development. Pascual-Leone (1970) was the first to propose that working memory 
  growth plays an important role in
  influencing children's cognitive development, and that this growth is controlled 
  by epigenetic rather than by experiential factors.
  In more recent work, Pascual-Leone and Johnson (1999) have elaborated this model 
  into what they term dialectical
  constructivism. Case (1995) may also have contributed to this development, or 
  his version may be preferable to us; the point
  is that the theory has been broadened to provide a pivotal role to experiential 
  learning in interaction with epigenetic changes. 
Dialectical constructivism may be contrasted with Piagets model of learning. 
  Piaget proposed the developmental trajectory of
  the child was largely determined by epigenetic changes. Assimilation of new 
  behaviors and cognitive skills take place
  continually, but accomodation takes place according to the epigenetic schedule. 
  Could you elaborate on this? The term
  dialectical constructivism suggests that Pascual-Leone argues for a model where 
  experience engages dialectically with
  epigenesis and that they somehow drive each other; Im not sure we really 
  need to get into this debate at all. All we really need
  is a model that says the child uses its resources to make progress and this 
  progress is gradual. So far, or model is entirely
  experiential and makes no mention of epigenetic changes. Rather than relying 
  on an epigenetic schedule of events, we propose
  there are target values that set the implicit curriculum  but this curriculum 
  must be followed for the development to take place.
  We do not require epigenetic changes (e.g. in memory capacity) to accompany 
  this implicit curriculum, though clearly the model
  could if we wanted to. Minimally, we might say that we dont address this 
  dimension but that our model is not closed to it. 
Let us add to this the notion of evolved templates. We propose that the implicit 
  curriculum is evolved; it specifies an orderly
  sequence of target values. There is also another area where we propose evolution 
  may have played a role, not by fixing
  development in terms of epigenetic stages, but by providing constraints for 
  learning. This model provides an alternative to the
  rationalist/empiricist dichotomy: as we go into in greater detail below, we 
  suggest that the childs learning may be critically
  guided by evolved templates that act as vitally necessary constraints on learning. 
  
  
Working Memory as the Nexus of Cognitive Development
In terms of our description of developmental progress, we need a theory that 
  says roughly the following: the child at any given
  time has a certain repertoire of behavioral and cognitive skills. Some skills 
  are securely mastered; these are chunked into
  compact procedures in working memory (references here). Others can be undertaken 
  on the basis of existing skills, but they
  require the cognitive resources of large parts of working memory, including 
  that of conscious attention (Baars, possibly
  Pascual-Leone 1999). Finally, some skills exist only in the childs zone 
  of proximal development (Vygotsky). We should try to
  visualize this in some way  the childs attention is like  
  what would be a good metaphor  like a searchlight or like the shadow
  of the moon crossing the earths surface, or like a penumbra, or like a 
  virus scanning display that looks at files sequentially
  through a magnifier, or like a flame thrower or a welders torch that burns 
  snow or wood or grass as it moves along,
  compacting it and turning it into ashes or water (more compact forms), and then 
  moving on. 
Learning consists precisely or at least in part in the process of turning new 
  information into compact procedural chunks (this
  may be to reductive  ideas and references?). This raises the question 
  of how this information is simplified. We raise the
  possibility that evolved templates may play a role in providing the required 
  constraints for generalizing in appropriate ways.
  Once this has been accomplished, the skill has been mastered. Working memory 
  has been freed up; specifically, consciousness
  is no longer required. 
The event of mastery has consequences in three concatenated dimensions of implicit 
  pedagogy. First, there is a change at the
  motivational level, mediated at the locus of subjective phenomenology: the child 
  becomes bored. This is the diagnostic that tells
  the child, or the observer, that the task has been mastered. In cognitive terms, 
  the freeing up of working memory and of
  conscious information-processing capacity is accompanied by the production of 
  a subjective phenomenology of spare and
  underutilized capacity, which is experienced as aversive. Second, and in consequence, 
  there is a change relating to the
  structuring of the childs activity according to the implicit curriculum. 
  Boredom is an extremely important component of implicit
  pedagogy: it motivates the child not only to cease its current activity, but 
  to move into its zone of proximal development to a
  new developmental target as specified in the implicit curriculum. Third, and 
  again in consequence, this will arouse the childs
  efforts to create a suitable learning environment through means of pretense. 
  We emphasize that these three concatenated effects
  are design features of an evolved system of autopoiesis. When the attention 
  of a bored child drifts and he or she begins to
  daydream, we see this as implicit pedagogy in action, though we do not of course 
  wish to argue that explicit pedagogy should
  be subordinated to the objectives of implicit pedagogy.. 
What is the relation between implicit pedagogy and epigenetic change?
 1.The strong theory would be that epigenetic change is causally related to 
  the curriculum. Claims that epigenetic change is
  contingent upon satisfactory progress along the implicit curriculum. (Constructivist 
  position.) Evidence suggests the
  degree of deprivation would need to be very high to disrupt epigenetic development. 
  
  2.The implicit curriculum optimizes the childs cognitive effort by anticipating 
  epigenetic change. 
  3.The implicit curriculum is irrelevant to cognitive development, which is driven 
  by epigenetic change. 
Working memory changes and the relation to pretend play:
 1.Epigenetic change in working memory capacity 
  2.Skills that can be performed with this new level of capacity must be learned 
  and rehearsed. 
  3.Play can become as complex as possible within that level of capacity, assisted 
  by adults and practiced alone. And, as the
  change to the next level approaches, scaffolding can provide the intitial exposure 
  and practice of the skills available at
  that new level. 
  4.As skills are practiced to the point of chunking within each level, they become 
  automated and can be used in a
  self-regulatory manner, as opposed to reliance on external mediators or adult 
  scaffolding. This is what allows for
  increasingly complex forms of play within a level of capacity. 
The third dimension of implicit pedagogy is the activity of creating appropriate learning situations. This raises the question of the reference object or event in chase play. As Vygotsky noted in the context of explicit pedagogy, adults and older children scaffold the childs development into her zone of proximal development. Adults also often provide working memory and other cognitive resources that enable the child to solve certain problems before her own neurobiological development would allow it  a form of distributed cognition. Finally, adults are typically able and often motivated to participate in furthering the childs implicit curriculum. In these situations, the adults are frequently as unaware of their role as teachers as the children are of the pedagogical purpose of their activities.What is the image schema that is being activated in chase play? Based on several dimensions of evidence we have been led to hypothesize that the template for early chase play (up to about the age of 5?) is predator avoidance. Also discuss affordances.
Affordances: In implicit pedagogy, the notion that in the learning mode, people 
  perceive objects and events in ways that allow
  them to define suitable learning situations; cf. J.J. Gibson. 
High-frequency substitute events in the environment are utilized as affordances for modeling low-frequency reference events; the image schemas or templates derived from the reference events guide the action in the pretend play.
Humans must learn an incredible amount of information in order to live successfully in the social group. We must understand the external and internal artifacts of human existence. Most of this information must be learned during the brief period of childhood; however, many of the events that could possibly provide the necessary learning experiences occur rarely. We propose play to be a learning mode in which low frequency, improbable events are practiced. During pretense, encounters with highly probable events (objects, peers, etc.) are taken advantage of in order to practice infrequent interactions. This solution to the adaptationist problem of learning necessary procedural and declarative information from rare events is possible, because during play similarities between features of the frequently encountered objects and events (i.e. affordances) and the real, improbable event are extracted and utilized.
Now let us consider the logic behind the pretend play of chase in the context of implicit pedagogy:
Note that the first two points relate to the structuring dimension of implicit pedagogy, the middle three to the dimension of creating a suitable learning environment, and the last two to the motivational dimension. This should be written out in full, perhaps in three paragraphs.
The adult chaser that provides a scaffold for the child’s learning experience relies on activators or cues from the child to regulate this activity. The task of the adult is as it were to formulate a problem for the child: in most cases, it is simply the problem of how to get away from a predator in hot pursuit. When the child squeals with excitement, the implicit teacher knows that the correct problem has been posed – the problem that, as it were, is the very lesson in that day’s implicit curriculum. Similarly, for the child herself, the excitement that expresses itself as a squeal as it were labels the activity as intensely right. It is not necessary or even easily conceivable to seek a justification for being chased; it is unproblematically fun and inherently worthwhile. Yet by several other measures the behavior is paradoxical: the child does not in fact fear the aide and has no reason to run away from him, and besides, even if it did, the flight would in most cases be pointless, since she knows the aide can easily catch up with her if he wanted to.
Structural Learning
To understand the function of chase play, we need to consider the general design of the learning mode. We propose the learning mode is organized according to a set of complementary pedagogical methods: achieving a specified standard and exploring the possibility space this new skill makes possible. Exploring this possibility space is done by adjusting and calibrating the new skill in context. As the child is learning a new skill, its performance must be tuned to its environment, its playmates, and its own internal phenomenology. Learning can thus be modeled in relation to the three levels of consciousness outlined above:
In a metaphor of structural learning, we might think of the developmental target as having a core value that must be achieved: say, the ability to run at top speed while looking over your shoulder. Surrounding this core value (or standard) is a large possibility space of things that the new skill makes possible: you can run to a structure and climb it, you can run behind a structure, you can run to an adult or other protector, and so on.
Because chase play models an adversarial situation, the developmental target cannot remain at the stereotypical level. We hypothesize that the child will be motivated to explore the far reaches of the possibility space that its new-found skills give access to. In these explorations the child learns to develop strategies that are slightly unpredictable; the discovery of such strategies should be a source of particular delight to the child.
The third layer of theory regarding structural learning is the Distributions of Associations model developed by Siegler: as strategies that are learned and practiced, they are unconsciously given different weightings for confidence and the probability of success.
Vygotsky recognized that themes, stories, and roles enacted in play illustrate 
  a childs understanding of and learning of
  sociocultural information. Children do not construct a conceptual world with 
  no input but must learn it from those around them
  (cognition distributed in the environment as we would say). Vygotsky believed 
  there existed two essential and interrelated
  components of play: 
 1.the imaginary situation 
  2.rules implicit in the imaginary situation placed on action occurring in pretense 
  by virtue of the role adopted during play 
 
  Continuum of Development 
  
  Explicit imaginary situations ______________________ Implicit imaginary situations 
  with explicit rules 
  with implicit rules (pretense) 
  
  Vygotsky also stated that play creates a zone of proximal development. In this 
  ZPD, children learn to satisfy their desires by
  voluntarily obeying self-chosen rules. Personal satisfaction is enhanced through 
  cooperation in rule-governed activities
  (implications for moral development). 
In our terms, play provides an expanded possibility space beyond ones 
  present capabilities. Vygotsky stated that in play, the
  child first liberates thought from the immediate external environment (mapping); 
  this marks the beginning of independent,
  coherent organization of thought. The child begins to separate meaning and vision/action/object 
  thus creating a sustainable
  imaginary scenario in which meanings can be cleaved from their referents. 
In pretend play, children make use of resources in their social world (what 
  we term affordances): roles; plans for action, stories,
  scripts; objects and settings (Vygotsky). 
 "Play should be studied on its own terms as one expression of imaginative 
  activity that draws and reflects back
  upon the interrelated domains of emotional, intellectual, and social life." 
  (Nicolopoulou, p. 13) 
The play world is an experimental theatre in which children explore and master 
  the social world. Play expresses individual
  desires (Freud, Piaget) yet is also a vehicle for learning (V. Paley).
The Role of Pretense
Consider the following adaptive problem:
at birth, the newborn is faced with the prospect that at some point in the future, it will be pursued by a predator  easily a terminal experience
before the predator appears, the cues required to trigger the construction of the evasive behavior are absent
after the predator has appeared, there is no time to construct the appropriate behavior
Play is the mammalian solution to this type of adaptive problem
Feed a reptile and provide it with a safe environment, and it will lie perfectly still
Feed a young mammal and give it everything it needs, and it will make use of its surplus resources to play
Play relies heavily on a complex cognitive adaptation, pretense
In pretense, the child is able to rehearse expensive or dangerous low-frequency events and activities by making use of cheap, safe, and high-frequency features of the environment as opportunities for learning
The child spends a great deal of his time in the learning mode rather than in the executive mode, scanning the environment for pedagogical affordances  materials and opportunities for play  rather than for food, resources, and shelter.
V. The Predator-evasion HypothesisChase play appears to mimic the behavior of predators chasing prey
The activators belong to the domain of predators: growling, stalking, looming, and rearing
The elicitors mimic the behavior of prey: glancing behind, running away, hiding, climbing to get out of reach
When the game ends in a capture, the chaser frequently pretends to eat the fleer, or claims to be about to do so
On the evidence of the activator cues and the childrens responses, we hypothesize that chase play is an adaptation to train predator evasion
 
  VI. Chase Play in the Context of Implicit Pedagogy 
The implicit curriculum specifies that the child must be able to evade predators
This skill must be acquired gradually in a safe and predator-free environment
This is accomplished by seeking out high-frequency local affordances
Playmates are suitable substitute objects for predators
They help to provide a safe yet effective learning environment
Chase play is accompanied by a subjective phenomenology: the thrill of being chased
This pleasure motivates the child to create and sustain a suitable learning environment
It may be objected that chase play is not a form of pretense In chase play, neither the children nor the adults are conscious of chase play as a preparation for predator evasion Chasers and fleers adopt the roles of predator and prey without any apparent awareness of role play We propose chase play is a form of unconscious pretense
VIII. What Do Children Learn From Playing Chase?
Motor skills such as running, dodging, climbing, creeping, crawling, and hiding; combinations of such skills; smooth and high-speed transitions between them
The motor skills are learned as part of the environment -- that is to say, the child not only learns to hide but learns to interpret the environment in terms of motoric opportunities: the kinds of features that are possessed by places to hide, to jump, to climb, and so on.
These motor skills involve not just training but self-discovery: the child not only needs to learn to run, but he or she needs to learn how fast she is able to run, to evaluate how fast a chaser is going to catch up, to allocate strength in optimal ways, and so on.
Other-directed interpretive skills related to the gestures and motions of the chaser
These other-directed interpretive skills are learned as part of an effort to decode the intentions of the chaser  to make the chaser more predictable, to anticipate the chaser's movements
These interpretive skills may also involve monitoring the effect on the other of your own behavior, thus setting the stage for deceptive moves
Self-directed interpretive skills: how to respond to one's own fear, one's own terror, one's own emotions
Self-directed interpretive skills relate to being able to act in response to emotion, practicing being excited, and so on.
These self-directed skills become vitally important later on as a form of self-knowledge and may be considered a requisite to moral developments
IX. Structural Learning - 1
In these three levels of skill, the basic developmental target is proposed to include a practical skill as well as the acquisition of the ability to manage that skill through self-knowledge.
This discovery of oneself in action is as vital a part of play as the acquisition of the skill itself, which would be largely useless without the accompanying self-knowledge.
We propose the learning mode is organized according to a set of complementary pedagogical objectives:
achieving a specific developmental target
exploring the possibility space this new skill opens up
Exploring this possibility space is done by adjusting and calibrating the new skill in context.
The two objectives are pursued together.
As the child is learning a new skill, its performance must be tuned to its environment, its playmates, and its own internal phenomenology.
 
  IX. Structural Learning - 2 
Applying this model to chase play, we might think of the developmental target as having a core value that must be achieved: say, the ability to run at top speed while looking over your shoulder.
Surrounding this core value (or standard) is a large possibility space of things that the new skill makes possible: you can run to a structure and climb it, you can run behind a structure, you can run to an adult or other protector, and so on.
Because chase play models an adversarial situation, the developmental target cannot remain at the stereotypical level.
The child must adapt its basic skills to the specific needs of the chase.
We hypothesize that the child will be motivated to explore the far reaches of the possibility space that its new-found skills give access to.
In these explorations the child learns to develop strategies that are slightly unpredictable; the discovery of such strategies should be a source of particular delight to the child
Structural learning finally involves largely unconscious changes in the levels of confidence and probability of success assigned to these strategies (Siegler)
Conclusion
In very tentative tones, should state that theories of explicit pedagogy are 
  incomplete as long as their relation and
  possibly their dependence upon implicit pedagogy is not understood. It seems 
  probable that the mechanisms that
  regulate implicit pedagogy remain vital in subsequent sociocultural learning. 
  Although the similarities between
  implicit and explicit pedagogy are striking, we have not superimposed the structure 
  of good, effective explicit
  pedagogy on these evoloved systems, we conclude instead that explicit pedagogy 
  has been founded on these
  basic structures. 
Chase Play Data
  The task of specifying an evolved pedagogy is one of making the implicit explicit. 
  In the model weve developed so far, we
  proposed that there is a central skill specified as a developmental target and 
  that this skill opens up a possibility space in which
  various strategies can be developed. In play behavior, this means that the child 
  engages in strategies that work and, as it were,
  tailors the performance of the target skill to the local circumstances relevant 
  to solving the specified task. What we assumed,
  without making explicit, is that the criteria for what works must already be 
  known to the child. These criteria must be taken
  from the executive mode. That is to say, the motivational dimension relating 
  to the choice of strategies must be determined by
  evolution in the executive mode. 
 In the case of chase play, this means that the children should be motivated 
  by learning mode specific inference systems, to
  create make-believe dangerous situations. These situations would not be enjoyable 
  in the executive mode and yet they are
  highly enjoyable in the learning mode. This circumstance demonstrates that the 
  learning mode constitutes an independent set of
  adaptations and suggests that is has a distinct evolutionary history. However, 
  the goals of the pretend play should nevertheless
  be constrained or specified by motivational adapations that belong to the executive 
  mode. In the case of chase play  or, as
  Gene Learner suggested, play fleeing  this model suggests that the goal 
  should be a successful escape. The children should
  not enjoy being caught. Captures generally appear during a game and the game 
  merely continues afterwards. They possibly
  serve as a negative feedback device that changes the confidence level associated 
  with the preceeding evasion strategy and
  indicates what skills need to be further practiced. 
 In regard to very young children, we are seeing an apparent enjoyment at being 
  captured and pretend-eaten. We suggest
  this is because the children at that age, when they are first practicing being 
  chased, are focusing on a different problem than the
  older preschool children. From the point of view of the predator-evasion hypothesis, 
  the lack of serious attempts by very small
  children to escape capture seems anomalous. However, we must consider the possibility 
  that the implicit curriculum at this
  young age is geared to training pretense rather than fleeing. The chase play 
  system must come on line. Children must become
  habituated to feeling extremely excited to the point of fear and yet at the 
  same time feel safe. This situation has a somewhat
  surprising entailment that small children will treat pretend eating as an activator. 
  It will not serve to mark the end of the game
  but will make the child more excited and will cue the child to the domain of 
  predator evasion. This difference between chase
  play in very young children and preschoolers suggests that even within this 
  age period there is a clear progression of
  developmental and pedagogical goals. 
 The distinction between the motivation to create learning situations derived 
  from the learning mode and motivations to select
  strategies that work derived from the executive mode become even more important 
  in the case of fictional stories. On the one
  hand, stories must present situations that are suitable for learning new strategies. 
  These situations will be experienced as
  enjoyable in a story although in real life they would be terrifying. The constraints 
  that are placed on which strategies should be
  adopted for dealing with this fictional situation, however, do not derive from 
  the learning mode but from the executive mode. It
  would not be productive to train capacities for pursuing strategies that lead 
  to outcomes that would be aversive in real life. 
  Structural learning must be constrained by what you really want to happen. At 
  the same time, the situations that are created
  through pretense are not situations that you would desire to happen to you in 
  real life. They are designed because they present
  suitable learning situations. 
 Fictional stories make certain things more apparent that can then inform chase 
  play and vice versa. Some of the entailments
  that spring from the learning mode are more visible in chase play. When children 
  are delighted by situations that in real life
  would be terrifying, this strongly suggests the presence of a distinct motivational 
  system  an implicit pedagogy. In stories, on
  the other hand, the necessity of producing outcomes that would be desireable 
  in real life become much more prominent. 
 A successful story must have two components. It must not only describe outcomes 
  which are desireable in the real world
  but it must create realistic situations in which probable strategies can be 
  applied to reach those outcomes. Under normal
  circumstances, good stories typically focus on moments of difficulty, since 
  the easy ways to reach desirable solutions have
  generally already been taken. This is due to what we may refer to as the principle 
  of relevance, proposed by Sperber and
  Wilson in the context of speech act theory. A criterion for the construction 
  of an appropriate learning situation is that it must in
  some way be perceived to be relevant
As the emergent theoretical focus is pretense as a learning mode characterized 
  by an implicit, unconsciously driven curriculum
  and pedagogy on the part of the child and mediated by an adult, certain behaviors 
  in chase games need to be sampled during
  observation periods. Specifically, self-handicapping behaviors must be fleshed 
  out in greater detail. When do players
  self-handicap? What is the nature of self-handicapping? What functions might 
  self-handicapping perform and how might these
  relate to an implicit understanding on the part of the adult of the child's 
  developmental level in chase? In order to gain a better
  understanding of the nature of implicit pedagogy, signs of mediation provided 
  by an expert chase player should be recorded in
  detail if they occur. The pretend lunge, for instance, is performed when self-handicapping, 
  as the fleer is not captured due to an
  alteration in the timing and intent of the gesture. The behavior appears to 
  provide an exaggerated cue that is framed by the
  chaser (adults use this in chase with children) possibly to highlight a means 
  of initiating a chase game. 
  Chase Play Project 
2000-1-10 Theoretical Note
A General Description Of Implicit Pedagogy
Rubin, Fein, and Vanderberg (1983) offer a set of criteria for the identification 
  of play behavior. The first criterion is that play is
  intrinsically motivated. Play is also an activity engaged in for its own sake 
  with no thought of the goals of behavior. The behavior
  is child-directed. The activities can be nonliteral. External rules are not 
  imposed in play, and any rules emerging from the activity
  can be negotiated and modified (Sancho & Spodek, 1998). These criteria, 
  among other lists, have been proposed to guide
  attempts to define play and to aid in the classification of behaviors as play. 
  As this phenomenon is manifest in many diverse
  forms, the act of defining play has been problematic. How does chase play shed 
  light on this dilemma? Can a definition of play
  be formulated to account for the extreme diversity in play behavior? 
Perhaps play can be categorized into three broad classes: Motoric, intentional, 
  and narrative play. Motoric pretense may take
  the form or early play in infancy or of chase play. Object substitutions would 
  be considered intentional play. Narrative play is
  characterized by the assumption of roles and scripts to guide play activity. 
  Obviously, these three classes could not be
  considered discrete categories; considerable overlap can and does occur during 
  play. But on the surface, these forms of play
  appear to be quite different. What, if anything, might they have in common? 
Humans must learn an incredible amount of information in order to live successfully 
  in the social group. We must understand the
  external and internal artifacts of human existence. Most of this information 
  must be learned during the brief period of childhood;
  however, many of the events that could possibly provide the necessary learning 
  experiences occur rarely. We propose play to
  be a learning mode in which low frequency, improbable events are practiced. 
  During pretense, encounters with highly probable
  events (objects, peers, etc.) are taken advantage of in order to practice infrequent 
  interactions. This solution to the adaptationist
  problem of learning necessary procedural and declarative information from rare 
  events is possible, because during play
  similarities between features of the frequently encountered objects and events 
  (i.e. affordances) and the real, improbable event
  are extracted and utilized. 
In play, behaviors are practiced. Bruner (1976) had a similar idea in mind 
  in a discussion of the function of play. He considers
  an important aspect of play to be that it occurs in a safe (protected), pressure-free 
  context and affords the opportunity to
  practice individualized combinations of subcomponents that comprise complex 
  behaviors. The complex behavior is learned via
  observation or may be instinctual knowledge that must be practiced to unfold 
  developmentally. Due to the complexity, the
  overall behavior is parsed into manageable subcomponents that provides an opportunity 
  for independent practice of each. With
  mastery of parts, the subcomponents are then reintegrated and the complex behavior 
  is rehearsed as a whole (Bruner, 1972).
  Under pressure (i.e. the "real" situation), performance would disintegrate 
  without this pressure-free opportunity for rehearsal.
  We modify Bruner's account of play as practice by adding that rather than practicing 
  discrete subcomponents in a linear fashion
  there is a cumulative effect. Practiced behaviors may begin as simple subcomponents 
  of a whole that, in their development, gain
  in difficulty and complexity. Cognitively, how does pretense provide a learning 
  opportunity? Steen (personal communication)
  developed the notion of rewritable agent registers. These define the parameters 
  for interactions with objects and others during
  pretense. Agent register contents (i.e. information about the self) can be decoupled, 
  which allows for the discard of local detail
  of the registers during pretense while extracting and retaining the structural 
  relations between the high-frequency event in
  pretense and the low-frequency real event. What does this mean? 
Chase games, for instance, are frequently occurring during early childhood. 
  These games are characterized by an understanding
  of cues to initiate, maintain, and terminate games; many motoric strategies 
  to capture or evade capture; and by age 4, a
  coherent pretense narrative guides play. We hypothesize the purpose of this 
  universal form of play to be the evasion of
  predators. An understanding of intention is necessary to register the state 
  of affairs between ones' own situation and the
  presence of a predator. Behavioral strategies, such as climbing, hiding, and 
  dodging would be necessary components of
  predator avoidance. During a chase game, a child's agent registers are loaded 
  with the specifics of their role in the game (e.g.
  fleer, chaser, monster, cheetah, etc.), and an understanding of the role guides 
  the behaviors appropriate for that position. The
  local detail of the pretense situation, such as the narrative, the identity 
  of other players, the playground terrain, etc. is discarded;
  but the structural relations between the game and the improbable event of encountering 
  a predator are retained. The similarities
  between the two events may be the strategies and consequences of their use and 
  comprehension of intentional cues, such as
  eye-direction detection. 
Interestingly, the role preferred by children in chase is that of the fleer; the chaser is providing a service to the fleers.
 Footnote: According to Provine 1996), "chimpanzee laughter occurs almost 
  exclusively during physical contact, or
  during the threat of such contact, during chasing games, wrestling or tickling." 
  He notes that "The individual being
  chased laughs the most." 
Role reversals seem to be frequent, providing all with an opportunity to be 
  chased. The narratives providing a coherent
  pretense theme in 4-year-old chase generally involve animals, monsters, and 
  cartoon (Pokemon) characters. These children
  engage in some pretend "eating" of others when captured. 
A most fascinating aspect of chase games observed thus far is a preference 
  to play games with an adult in the role of chaser.
  We view this as another indication of the preference of the fleer role; this 
  preference may also provide evidence for a
  pedagogical interaction between expert and novice players. The concept of play 
  as a learning mode can be further expanded
  with an understanding of an evolved, implicit pedagogy. 
Utilizing a Piagetian framework, Clarke (1999) developed a description of the 
  emergence of chase play beginning in early
  infancy with peek-a-boo games. She adheres to Piaget's theory of cognitive development 
  in the assertion that early chase play
  provides assimilative practice of sensory-motor schemes of object permanence. 
  By age 5, chase games begin to be
  characterized by the loose use of rules; and around 7 years of age, chase play 
  has evolved into rule-governed games, such as
  tag. This description is also consistent with the Piagetian paradigm. Nonsocial, 
  unrealistic, and fantastic features mark early
  thought processes. Realistic thought, which is logical and rule-bound, does 
  not emerge until the concrete operational period
  around age 7 to 8 years. Clarke, possibly unknowingly, violates the theory by 
  including the role of the caregiver in chase play,
  thus endowing the behavior with a social component. 
Piaget believed pretend play to be a solitary activity. Sociocultural researchers 
  have criticized this position on the grounds that
  Piaget ignored the social context of his own children (specifically the role 
  of Mrs. Piaget) and that later researchers focused on
  non-adult directed contexts and overgeneralized their findings to characterize 
  play behavior in the home. Current research
  indicates active involvement of caregivers in initiating, guiding, and elaborating 
  their child's pretend play behavior, thus creating a
  zone of proximal development (ZPD) in which the child can perform increasingly 
  sophisticated behaviors resulting in the novice
  approaching expert levels in play. Vygotsky posited the function of pretend 
  play to be the necessary process for later creative
  and abstract thought. Therefore, not only does caregiver interaction during 
  play create a ZPD for more advanced play behavior
  but pretend play itself creates a ZPD for the emergence of higher level thought. 
  Vygotsky and later researchers have
  concentrated primarily on object substitutions in pretend play and have formulated 
  a developmental trajectory of this play
  behavior. In the beginning phases, around 24 months of age, mom initiates more 
  object substitutions, a role that is gradually
  usurped by the child around the age of 28 months. Also by 28 months, the child 
  is directing mom's play behavior in pretense,
  which was also a primary role for mom when the child was younger. The presence 
  of child speech during later solitary play that
  is correlated with external adult speech of earlier guided play is given as 
  evidence of scaffolding in the acquisition of pretend
  play. A second line of reasoning put forth as evidence of scaffolding is the 
  repetition of behaviors in solitary play that are exact
  replicas of behaviors guided by mom in earlier collaborative play sessions. 
Clarke's (1999) developmental progression of chase play is also interpretable 
  from the Vygotskian paradigm because it follows
  a similar trajectory in relation to the caregiver. Hence, a ZPD is created for 
  chase play behavior. Peek-a-boo games, stationary
  chasing, "I'm gonna get you" games, and crawl chasing are generally 
  initiated by adults and occur with adults as play partners.
  Only in crawl chasing (the last stage of infancy chase behavior) does the infant 
  assume the role of chaser. At age 2, children first
  begin to initiate chase play with adults as preferred play partners. The older 
  2-year-old begins to play chase with peers. 
Researchers in the Vygotskian tradition have noted the occurrence of scaffolding 
  provided by adults during play interactions
  with children. This scaffolding creates a situation in which the child can perform 
  at higher levels, due to the assistance given by
  the adult. Children prefer adult interaction to peer interaction during play 
  in early childhood; and with adult interaction, play
  periods lengthen and play is more sophisticated than similar play with peers 
  or alone. Contrary to these researchers, we believe
  that there are differences between this form of scaffolding and that appearing 
  in what we have termed explicit pedagogy.
  Explicit forms of pedagogy are consciously planned and structured, guided by 
  a known curriculum and knowledge of optimal
  outcomes, and the intentional assessment of level of goal attainment. The adult 
  rather than the child usually direct explicit
  pedagogy and the accompanying curriculum. 
The mainstream understanding of scaffolding conforms to the qualities of explicit 
  pedagogy. The teacher assesses a child's
  actual level of development and guided instruction is consciously and painstakingly 
  planned in light of this information and
  knowledge of curricular objectives. Play, as an implicit pedagogy involving 
  the use of scaffolding is a slightly divergent concept
  than that ascribed to explicit pedagogy. In play, activities are child-directed, 
  rather than adult determinations of play activities.
  The role of the adult is to assist in play. 
How does the adult assist in play? Perhaps the role of the adult is that of 
  model and mediator. Adults demonstrate increasingly
  complex behaviors in play. Adults may also assist in the expression of play 
  as a mediated learning experience (MLE). Feurstein
  defines an MLE as an interaction with the environment via a human mediator. 
  The mediator frames, filters, and schedules
  stimuli, thus increasing the salience of certain affordances in the environment. 
  This behavior would influence the clarity of
  perception of the relations between the high-frequency event and the low-frequency 
  event. This form of mediation influences the
  transfer of knowledge form a specific context to other environments. Mediation 
  also fosters higher and more efficient levels of
  function and adaptation, leading eventually to self-regulation of learning from 
  direct stimuli sans mediation. 
Although pedagogical concepts of scaffolding and mediated learning are useful 
  in a description of implicit pedagogy, they, in
  their entirety, cannot be mapped directly onto this conception of pedagogy. 
  Only specific entailments of the concepts will be
  useful; one outcome of this project may be a description of these similarities. 
  Fundamentally, we must disagree with Vygotsky
  and other Vygotskian play theorists on one point. Vygotsky believed pretend 
  play to be taught in an explicit manner to children;
  play is learned through social interaction. Because play interactions with adults 
  do entail pedagogy, the agency of the child in the
  play frame was ignored. Children in collaborative play with "expert" 
  play partners are not learning to play but playing to learn.
  This learning is developmentally driven, and the contents of learning can be 
  universal, as in chase play, or culturally specified, as
  in object substitution and narrative play. Adult interaction facilitates the 
  unfolding of an internally motivated curriculum and
  provides the cultural information necessary to learn context-specific information. 
  As a result, in development, learning through
  play becomes increasingly self-regulated. What follows are the proposed features 
  of an implicit pedagogy. 
We must begin with the notion of consciousness and its partner, the unconscious. 
  (We will flesh this out in greater detail at a
  later date.) Children have an innate, unconscious developmental curriculum. 
  This curriculum specifies no ultimate goals but
  contains basic objectives that may be in the form of baseline measures of necessary 
  abilities and understandings of universal and
  cultural knowledge. Pretense, the learning mode, is a conscious learning strategy. 
  When in the pretend frame, those aspects of
  the learning process, such as contextual affordances, are customized to local 
  circumstances of the pretend world containing
  high-frequency occurrences. These local circumstances are discarded, as the 
  structural information is stored. This act of storage
  would, in effect, update the curriculum and indicate fulfillment of objectives. 
The role of the "expert" in collaborative play with children, most 
  frequently an adult, is similar to the mediator as proposed by
  Feurstein; the "expert" may also employ the technique of scaffolding 
  to assist learning in the child's zone of proximal
  development (ZPD). For these roles to be filled, however, the adult must, in 
  some way, assess the current functioning of the
  child. Steen (personal communication) suggests three possible means of assessment 
  of a child's actual level of performance and
  understanding during pretend play: 
1 - The adult possesses a conscious model of the child's implicit curriculum. 
  The curriculum has been made explicit with life
  experience/maturity in a culture and as a human. The adult, in play interactions, 
  would "test" the child to assess the actual level
  and would provide necessary pedagogical intervention to facilitate development. 
  This scenario is highly unlikely. The learning
  goals of play, the act of assessment, and the use of intervention techniques 
  are not realized by adults when playing with children.
  Assessment and pedagogy may be carried out without conscious or deliberate adult 
  action, as in the transcendence criteria of a
  MLE (Kouzlin, 1991). 
2 - The adult possesses a half-conscious theory of the child's implicit curriculum. 
  During play, the adult would assess the child
  and unconsciously choose pedagogical behaviors and content knowledge appropriate 
  to the specifics of the situation. Although
  assessment of a child's abilities and understandings would be conscious ("What 
  happens if I...?"), the effects of this assessment
  would be unconsciously registered and would then function to regulate behavior 
  in the play interaction. 
3 - Play is entirely child-directed. The child has no explicit theory of her 
  own curriculum but is conscious of the current context.
  The conscious lesson plan may only be experienced phenomenologically as a desire 
  to engage in a certain pretense behavior.
  The child will physiologically sense a "fit" between the lesson plan 
  and the context during an active search of the environment for
  affordances that will effectively train behavior. If certain objectives have 
  not been met but developmentally the child is ready to
  experience content in play, the triggers indicating a "fit" become 
  more sensitive resulting in more abstract forms of object
  substitution to enact the lesson plan. If no "fit" between the current 
  plan and the environment is discovered, this state will also be
  consciously experienced. In this scenario of implicit pedagogy, the adult does 
  as the child directs in play. Adults may perceived
  cues of readiness that guide behavior, albeit unconsciously because through 
  selection of play behavior cues have become
  invariant or standardized. Adult conscious experience in collaborative play 
  would be centered on contextual variants. (E.g. of
  child direction = chase with 2 1/2 -year-old who could not change the direction 
  of the chase and another 2 1/2 -year-old who
  refused to continue play when grandmother made the game complex by catching 
  him from behind when he was the chaser) 
Bernard Baars (personal communication) suggests a possible cue indicative of 
  the fulfillment of a conscious objective may be
  habituation. The idea is that as objectives are satisfied in learning from extracted 
  environmental affordances, the activity or use
  of the object will become boring for the child, who will move on to another 
  activity or a more complex form of the behavior. 
Glossary
Explicit pedagogy: an explicitly formulated pedagogy; more broadly, a method 
  or plan consciously devised by an expert to
  achieve a pedagogical result in a learner. 
Image schema: a object and/or event schema developed through structural learning 
  and utilized to interpret perceptions, guide
  actions, and draw inferences (cf. Mandler 1992). 
Scaffolding: an expert's interaction with a learner, characterized by providing 
  just enough support for a cognitive task, that
  serves to create a cognitively appropriate social learning situation. Scaffolding 
  directs attention to important dimensions of
  problems and provides a context for observational learning. (Vygotsky 1962). 
Template: an evolved representation in the infant's mind, such as of a generic 
  predator, that has inferential, emotional, sensory,
  and motoric dimensions. It serves to motivate and guide pretend play and may 
  play a role in structural learning. 
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