Children’s Generative Play with a Combination of Analogue and Digital Resources

Publikation: Bidrag til bog/antologi/rapport/konference proceedingBidrag til bog/antologiForskningpeer review

Abstract

This chapter focuses on children’s play and making activities when involved in creative processes, in particular focusing on how different resources and materials foster their agency. The chapter will include empirical data where children (3–9 years of age) are engaged with both digital and analogue resources, (LEGO, Minecraft, and Virtual Reality). The analysis was based on data in the form of ethnographic observations, and informal conversations. The analysis focused on how children engaged with the different resources and how they unified or separated them in the design activity. We narrowed this focus into four main categories: problem scoping, idea generation, design monitoring, and design experience. The chapter contributes to further specifying dimensions of digital creation opening new avenues of play and creation with a unifying combination of analogue and digital resources. This has implications on educational and societal instances by renewing our understanding of children’s contemporary play.
OriginalsprogEngelsk
TitelCreating Digitally : Shifting Boundaries: Arts and Technologies—Contemporary Applications and Concepts
RedaktørerAnthony L. Brooks
ForlagSpringer
Publikationsdatodec. 2023
Sider473–490
ISBN (Trykt)978-3-031-31359-2
ISBN (Elektronisk)978-3-031-31360-8
DOI
StatusUdgivet - dec. 2023
NavnIntelligent Systems Reference Library
Vol/bind241
ISSN1868-4394

Fingeraftryk

Dyk ned i forskningsemnerne om 'Children’s Generative Play with a Combination of Analogue and Digital Resources'. Sammen danner de et unikt fingeraftryk.

Citationsformater