SwePub
Sök i LIBRIS databas

  Utökad sökning

id:"swepub:oai:DiVA.org:hh-39034"
 

Sökning: id:"swepub:oai:DiVA.org:hh-39034" > Evolving Playful an...

  • Brooks, EvaAalborg University, Aalborg, Denmark (författare)

Evolving Playful and Creative Activities When School Children Develop Game-Based Designs

  • Artikel/kapitelEngelska2019

Förlag, utgivningsår, omfång ...

  • Heidelberg :Springer,2019
  • printrdacarrier

Nummerbeteckningar

  • LIBRIS-ID:oai:DiVA.org:hh-39034
  • https://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39034URI
  • https://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38419URI

Kompletterande språkuppgifter

  • Språk:engelska
  • Sammanfattning på:engelska

Ingår i deldatabas

Klassifikation

  • Ämneskategori:ref swepub-contenttype
  • Ämneskategori:art swepub-publicationtype

Anmärkningar

  • 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.

Ämnesord och genrebeteckningar

Biuppslag (personer, institutioner, konferenser, titlar ...)

  • Sjöberg, Jeanette,1976-Högskolan i Halmstad,Lärande, Profession och Samhällsutveckling(Swepub:hh)jabe (författare)
  • Aalborg University, Aalborg, DenmarkLärande, Profession och Samhällsutveckling (creator_code:org_t)

Sammanhörande titlar

  • Ingår i:Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications EngineeringHeidelberg : Springer265, s. 485-495, s. 485-4951867-82111867-822X
  • Ingår i:Interactivity, Game Creation, Design, Learning, and InnovationHeidelberg : Springer265, s. 485-495, s. 485-49597830300613339783030061340

Internetlänk

Hitta via bibliotek

Till lärosätets databas

Sök utanför SwePub

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy