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Socio-(im)material-...
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Impedovo, MariaADEF Aix-Marseille University, Marseille, France
(author)
Socio-(im)material-making activities in Minecraft : retracing digital literacy applied to ESD
- Article/chapterEnglish2024
Publisher, publication year, extent ...
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Oxon :Routledge,2024
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Numbers
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LIBRIS-ID:oai:DiVA.org:hh-51351
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https://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-51351URI
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https://doi.org/10.1080/02635143.2023.2245355DOI
Supplementary language notes
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Language:English
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Summary in:English
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Subject category:ref swepub-contenttype
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Subject category:art swepub-publicationtype
Notes
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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
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Cederqvist, Anne-Marie,1970-Högskolan i Halmstad,Akademin för lärande, humaniora och samhälle(Swepub:hh)annced
(author)
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ADEF Aix-Marseille University, Marseille, FranceAkademin för lärande, humaniora och samhälle
(creator_code:org_t)
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In:Research in Science & Technological EducationOxon : Routledge42:1, s. 73-930263-51431470-1138
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