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Evolving Playful and Creative Activities When School Children Develop Game-based Designs
Aalborg University, Aalborg, Denmark.
Halmstad University, School of Education, Humanities and Social Science, Centrum för lärande, kultur och samhälle (CLKS), Lärande, Profession och Samhällsutveckling.ORCID iD: 0000-0002-1147-5736
2019 (English)In: Interactivity, Game Creation, Design, Learning, and Innovation: 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings / [ed] Anthony Brooks, Eva Books, Cristina Sylla, Heidelberg: Springer, 2019, p. 485-495Conference paper, Published paper (Refereed)
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.

Place, publisher, year, edition, pages
Heidelberg: Springer, 2019. p. 485-495
Series
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, ISSN 1867-8211 ; 265
Keywords [en]
Creativity, Exploratory activity, Game-based design activities, Learning environment, Learning resources, Playfulness, Primary school children, Transformative activity
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:hh:diva-38419Scopus ID: 2-s2.0-85061347715ISBN: 978-3-030-06133-3 (print)ISBN: 978-3-030-06134-0 (electronic)OAI: oai:DiVA.org:hh-38419DiVA, id: diva2:1265528
Conference
DLI 2018 (Design Learning Innovation) - 3rd EAI International Conference on Design, Learning & Innovation, October 24-26, 2018, Braga, Portugal
Available from: 2018-11-23 Created: 2018-11-23 Last updated: 2019-03-22Bibliographically approved

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Sjöberg, Jeanette

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CiteExportLink to record
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Citation style
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