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Socio-(im)material-making activities in Minecraft: retracing digital literacy applied to ESD
ADEF Aix-Marseille University, Marseille, France.
Halmstad University, School of Education, Humanities and Social Science.ORCID iD: 0000-0001-6825-2747
2024 (English)In: Research in Science & Technological Education, ISSN 0263-5143, E-ISSN 1470-1138, Vol. 42, no 1, p. 73-93Article in journal (Refereed) Published
Abstract [en]

Background: There is a growing interest in the complexity of socio- materiality-making activities in educational and everyday settings. Indeed, maker-centered learning is considered as a socio-materially embodied process in which artifacts and social and emotional dimensions are interconnected. The making process is also found in everyday life when children engage in specific applications – like Minecraft, where they perform activities in a virtual environment.

Purpose: Starting from analyzing some episodes recorded with a child aged seven, this paper aims to better understand the maker process in a virtual setting with implications for digital literacy and sustainable development education.

Design and methods: A socio-material approach is privileged to analyze the data collected. Specifically, we will explore the maker activity as a socio-materially embodied process.Sample: The research question will be answered with the support of a case study of one child playing Minecraft. Thinking-aloud modality, observation, notes, and pictures are collected. Then, the verbatim from the semi-structured interview is collected in the same session. The entire session is audio-recorded.

Results: The three dimensions that emerged are: Resources to make digital objects; Digital Objects became Social Objects; Making digital objects became ground for literacy. From this ana-lysis, we can retrace digital literacy in the Minecraft maker activity and some final considerations for teaching in STEM.

Conclusion: In conclusion, students’ informal activity in a Minecraft setting could become a potential green environment to ground digital literacy. However, this process needs to be scaffolded and amplified with an enriched level of abstract process, critical, and inquiry attitude. © 2023 Informa UK Limited, trading as Taylor & Francis Group

Place, publisher, year, edition, pages
Oxon: Routledge, 2024. Vol. 42, no 1, p. 73-93
Keywords [en]
Socio-materiality, making activities, virtual, STEM, ESD
National Category
Educational Sciences
Research subject
Smart Cities and Communities, LEADS
Identifiers
URN: urn:nbn:se:hh:diva-51351DOI: 10.1080/02635143.2023.2245355ISI: 001044249100001Scopus ID: 2-s2.0-85166905883OAI: oai:DiVA.org:hh-51351DiVA, id: diva2:1786753
Projects
COST Action 19123Available from: 2023-08-09 Created: 2023-08-09 Last updated: 2024-06-26Bibliographically approved

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Cederqvist, Anne-Marie

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