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Socio-(im)material-...
Socio-(im)material-making activities in Minecraft : retracing digital literacy applied to ESD
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- Impedovo, Maria (author)
- ADEF Aix-Marseille University, Marseille, France
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- Cederqvist, Anne-Marie, 1970- (author)
- Högskolan i Halmstad,Akademin för lärande, humaniora och samhälle
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(creator_code:org_t)
- Oxon : Routledge, 2024
- 2024
- English.
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In: Research in Science & Technological Education. - Oxon : Routledge. - 0263-5143 .- 1470-1138. ; 42:1, s. 73-93
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https://doi.org/10.1...
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https://urn.kb.se/re...
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Abstract
Subject headings
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- 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
Subject headings
- SAMHÄLLSVETENSKAP -- Utbildningsvetenskap (hsv//swe)
- SOCIAL SCIENCES -- Educational Sciences (hsv//eng)
Keyword
- Socio-materiality
- making activities
- virtual
- STEM
- ESD
- LeaDS - Learning in a Digitalised Society
- LeaDS - Lärande i ett digitalt samhälle
Publication and Content Type
- ref (subject category)
- art (subject category)
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