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Evolving Playful and Creative Activities When School Children Develop Game-Based Designs
Aalborg University, Aalborg, Denmark.
Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, Centrum för lärande, kultur och samhälle (CLKS), Lärande, Profession och Samhällsutveckling.ORCID-id: 0000-0002-1147-5736
2019 (engelsk)Inngår i: Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211, E-ISSN 1867-822X, Vol. 265, s. 485-495Artikkel i tidsskrift (Fagfellevurdert) Published
Abstract [en]

The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) have been introduced in schools. In this paper we investigate an innovative approach to game-based learning, namely to use game design activities as motivators for developing children’s creative and social skills as well as other kinds of learning scenarios, e.g. computational. It is based on two cases, where game design activities by means of a narrative approach were applied in both analogue and digital form. The unit of analysis is game design activities. Hence, game design activities with the participating children (3 rd graders, 9–10 years of age), creative materials and technologies, and children’s actions as well as interactions are analyzed. The research questions posed in this study are: (1) What activities develop when school children design games in two cases, as an analogue activity, and as an activity including technology?; and (2) How do the learning environment, including the artefacts, employed mediate these activities? The outcomes of the study indicate that the game design workshop session which included both creative material and technology unfolded more combinational activities, which indicate that the inclusion of technology facilitated a more critical design decision making. However, the game design workshop session including only creative material exhibited a more thorough knowledge about what the material could do and what the children themselves could do with the material, which seemed to result in more playful interactions between the children. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

sted, utgiver, år, opplag, sider
Heidelberg: Springer, 2019. Vol. 265, s. 485-495
Emneord [en]
Creativity, Exploratory activity, Game-based design activities, Learning environment, Learning resources, Playfulness, Primary school children, Transformative activity
HSV kategori
Identifikatorer
URN: urn:nbn:se:hh:diva-39034Scopus ID: 2-s2.0-85061347715OAI: oai:DiVA.org:hh-39034DiVA, id: diva2:1294424
Konferanse
7th EAI International Conference on Arts and Technology, Interactivity, and Game Creation, ArtsIT 2018 and 3rd EAI International Conference on Design, Learning and Innovation, DLI 2018, Braga, Portugal, 24-26 October, 2018
Tilgjengelig fra: 2019-03-07 Laget: 2019-03-07 Sist oppdatert: 2019-03-20bibliografisk kontrollert

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