8,005 research outputs found

    Playful interaction for learning collaboratively and individually

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    Playful interactions facilitate the development of engaging applications for different purposes. This aspect is very important for serious games, and especially when these games are for children. Another aspect to consider is the interaction among children, which could be a great reinforcement in learning environments. Children enjoy playing, and they like playing with other children. This relationship could encourage their motivation and their learning outcomes. In this paper, a playful interaction system for learning about a period of history is presented. The interaction of the system was achieved using natural gestures and the visuali-zation was autostereoscopic. A study was carried out to determine whether their learning outcomes were greater playing collabo-ratively or playing individually. Forty six children from 7 to 10 years old participated in the study. The analysis of the pre-tests and the post-tests indicate that the children increased their knowledge about historical periods after playing with the two modes. Therefore, the game could be used as an effective transmitter of knowledge both collaboratively and individually. When the post-knowledge scores for the two modes were compared, statistically significant differences were found in favor of the collaborative mode. Therefore, the collaborative mode facilitates learning to a greater extent than the individual mode. The rest of the questions indicated that the children had a lot of fun while playing the game; they found the game easy to play; they would recommend the game to their friends; and they scored the game as a mean of 9.57 over 10. Finally, we believe that the combination of playful interaction and autostereoscopy is an option that should be exploited not only for the development of computer-supported learning systems, but also for the development of systems for different purposesThis work was funded by the Spanish APRENDRA project (TIN2009-14319-C02-01).Martín San José, JF.; Juan Lizandra, MC.; Torres, E.; Vicent López, MJ. (2014). Playful interaction for learning collaboratively and individually. Journal of Ambient Intelligence and Smart Environments. 6(3):295-311. https://doi.org/10.3233/AIS-140257S2953116

    Reciprocity between narrative, questioning and imagination in the early and primary years: examining the role of narrative in possibility thinking

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    The concept of Possibility Thinking (PT) as a driving force of creativity has been investigated both conceptually and empirically for over a decade in early years settings and primary classrooms in England. In the first wave of qualitative empirical studies, play formed part of the enabling context. Criteria for episode selection for PT analysis were that episodes exhibited children immersed in sustained focused playful activity. During the second wave of PT studies, the research team’s attention was drawn to children’s imaginative storying in such playful contexts and it emerged that consideration of narrative in PT might prove fruitful. The current paper revisits key published work, and drawing on data previously analysed for features of PT, seeks to explore how narrative might relate to the current theorised framework. Fourteen published PT episodes are re-analysed in order to consider the role and construction of narrative in PT. The new analysis reveals that narrative plays a foundational role in PT, and that reciprocal relationships exist between questioning, imagination and narrative, layered between children and adults. Consequences for nurturing children’s creativity and for future PT research are explored

    A co-creativity theoretical framework to foster and evaluate the presence of wise humanising creativity in virtual learning environments (VLEs)

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    PublishedThis is the author accepted manuscript. The final version is available from Elsevier via the DOI in this record.Wise humanising creativity (WHC) is creativity guided by ethical action, meaning it is mindful of its consequences and is empowering, offering far greater shared hope for the future than the competitive mentality that pervades most education systems. Understanding how virtual learning environments (VLEs) can foster WHC is becoming exceedingly important because it problematizes the marketisation of childhood and youth. It also offers new ways of considering educational futures including implications for the theoretical understanding of creativity within VLEs. We report on the theoretical development of the concept of WHC within C2Learn, a three-year project designing a digital gaming environment that provides children and young people with multiple opportunities to engage in co-creativity to foster their WHC. C2Learn is the first time WHC has actively been conceptualised in a digital context. We present our over-arching co-creativity conceptual framework which has been developed to frame the specific kind of co-creativity that is envisaged within C2Learn’s VLE. Drawing on that framework, we present a co-creativity assessment methodology specifically focused on evaluating the presence of WHC. We argue that leveraging WHC within VLEs broadens perspectives on the purposes of education, as this ethically framed creativity foregrounds the role of values in generating fundamental small-scale creative change through ‘journeys of becoming’ that have the potential to generate ‘quiet revolutions’ or small cumulative, incremental changes over time which are meaningful to a particular community.The C2Learn project has been supported by the European Commission through the Seventh Framework Programme (FP7), under grant agreement no 318480 (November 2012–October 2015). The authors would also like to acknowledge the work of Andrew (Chin Chuan) Chong, who assisted in the design of the C2Learn Creativity Wheels. Finally we would like to remember Professor Anna Author 3 who sadly died during this project. It is because of Anna’s foresight and vision that our work on the C2Learn project was possible. Despite missing Anna, we are glad to have been able to see the project through to fruition so that children, young people and teachers across Europe can benefit from project outcomes inspired by Anna and her collaborative ideas and work on creativity in education

    C2Learn Learning Design for CER: C2Learn project deliverable no. D2.2.2

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    Deliverable 2.2.2 is the second of the two public versions of the document; the first was delivered in Month 9 and this one in Month 18 of the three-year project. Similarly to D2.2.1, and D2.1.1 Interim, this document explicates the key concepts and principles relating to C2 Learn’s Learning Design. Developed by the OU team working closely with feedback from other consortium members, it sets out the over-arching theoretical frame of the project which encompasses Creative Emotional Reasoning (Deliverable 2.1.2) and its practical application in relation to the project's learning approach. Deliverable 2.2.2 is structured in three parts. The first considers the overall goals of the C2Learn gameful design encompassing a 'playful' digital gaming and social networking environment or "Co-creativity space" (C2Space). The C2Space exemplifies students' and teachers 'playful' experiences or what they do: - free exploration of ideas, concepts, and 'shared' knowledge - opportunities to engage in creative problem-finding and problem-solving - opportunities to be assisted by the system (Creativity Assistants) The second part addresses what the C2Space looks like in practice utilising the affordances of currently available examples of game prototypes and digital tools. The third part documents what will occur next in how the consortium is progressing in designing the C2Space encompassing a digital gaming and social networking environment, with the learning goals in mind. Inevitably as the parts of C2Learn are developing in planned parallel development, the Learning Design will in reality remain a living document throughout the second half of the project, with terminology and processes being refined. This official version though sets down markers as to our expectation of the direction of such evolution

    C2Learn Learning Design for CER: C2Learn project deliverable no. D2.2.2

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    Deliverable 2.2.2 is the second of the two public versions of the document; the first was delivered in Month 9 and this one in Month 18 of the three-year project. Similarly to D2.2.1, and D2.1.1 Interim, this document explicates the key concepts and principles relating to C2 Learn’s Learning Design. Developed by the OU team working closely with feedback from other consortium members, it sets out the over-arching theoretical frame of the project which encompasses Creative Emotional Reasoning (Deliverable 2.1.2) and its practical application in relation to the project's learning approach. Deliverable 2.2.2 is structured in three parts. The first considers the overall goals of the C2Learn gameful design encompassing a 'playful' digital gaming and social networking environment or "Co-creativity space" (C2Space). The C2Space exemplifies students' and teachers 'playful' experiences or what they do: - free exploration of ideas, concepts, and 'shared' knowledge - opportunities to engage in creative problem-finding and problem-solving - opportunities to be assisted by the system (Creativity Assistants) The second part addresses what the C2Space looks like in practice utilising the affordances of currently available examples of game prototypes and digital tools. The third part documents what will occur next in how the consortium is progressing in designing the C2Space encompassing a digital gaming and social networking environment, with the learning goals in mind. Inevitably as the parts of C2Learn are developing in planned parallel development, the Learning Design will in reality remain a living document throughout the second half of the project, with terminology and processes being refined. This official version though sets down markers as to our expectation of the direction of such evolution

    Developing Literacy Through Play

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    Researchers agree that language and literacy derive from the first days of a child’s life. Children become literate members in society by listening and interacting with the people that surround them. This study examines how children develop literacy through play by looking closely at the benefits of uninterrupted play and how it encourages language development. The development of language skills, including reading and writing competence, through social interaction was observed to see how literacy development occurs within a home environment. This study also offers successful strategies to use during play that will enhance reading and writing skills within young children
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