Sökning: onr:"swepub:oai:DiVA.org:hh-51351" >
Socio-(im)material-...
Socio-(im)material-making activities in Minecraft : retracing digital literacy applied to ESD
-
- Impedovo, Maria (författare)
- ADEF Aix-Marseille University, Marseille, France
-
- Cederqvist, Anne-Marie, 1970- (författare)
- Högskolan i Halmstad,Akademin för lärande, humaniora och samhälle
-
(creator_code:org_t)
- Oxon : Routledge, 2024
- 2024
- Engelska.
-
Ingår i: Research in Science & Technological Education. - Oxon : Routledge. - 0263-5143 .- 1470-1138. ; 42:1, s. 73-93
- Relaterad länk:
-
https://doi.org/10.1...
-
visa fler...
-
https://urn.kb.se/re...
-
https://doi.org/10.1...
-
visa färre...
Abstract
Ämnesord
Stäng
- 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
Ämnesord
- SAMHÄLLSVETENSKAP -- Utbildningsvetenskap (hsv//swe)
- SOCIAL SCIENCES -- Educational Sciences (hsv//eng)
Nyckelord
- Socio-materiality
- making activities
- virtual
- STEM
- ESD
- LeaDS - Learning in a Digitalised Society
- LeaDS - Lärande i ett digitalt samhälle
Publikations- och innehållstyp
- ref (ämneskategori)
- art (ämneskategori)
Hitta via bibliotek
Till lärosätets databas