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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

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  • Oxon :Routledge,2024
  • printrdacarrier

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  • LIBRIS-ID:oai:DiVA.org:hh-51351
  • https://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-51351URI
  • https://doi.org/10.1080/02635143.2023.2245355DOI

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  • Language:English
  • Summary in:English

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  • Subject category:ref swepub-contenttype
  • Subject category:art swepub-publicationtype

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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)
  • ADEF Aix-Marseille University, Marseille, FranceAkademin för lärande, humaniora och samhälle (creator_code:org_t)

Related titles

  • In:Research in Science & Technological EducationOxon : Routledge42:1, s. 73-930263-51431470-1138

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