29 research outputs found

    Building Creativity: Collaborative Learning and Creativity in Social Media Environments

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    Purpose: Using a systems-based approach to creativity and a sociocultural constructionist approach to learning, this study highlights how creative ideas emerge within a community and spread amongst its members. Design/methodology/approach: Using a design-based approach to research, this study took place within the social media environment, Quest Atlantis. Chat data was collected from 85 participants and screenshots were taken of the virtual architecture designed and built by players in the Quest Atlantis environment, in an effort to explore the nature of creativity and collaborative learning within the context of virtual 3D architectural construction. Findings: Findings illustrate the rise and spread of creativity in online communities and also point to the social and cultural nature of creativity. Research limitations/implications: As this is the first study of its kind, we focus on how creativity operates within a single community in order to draw implications about digital creativity more broadly. Practical implications: Implications for designing virtual and physical communities to promote creativity are discussed. Originality/value: Documenting and analyzing an entire creative system in the everyday world can be a challenging endeavor. Social media, by contrast, offers an opportunity to document, describe, and analyze creativity, extend Csikszentmihalyi’s work into the realm of social media and push back on current conceptions of digital creativity

    Gaming Fluencies: Pathways into Participatory Culture in a Community Design Studio

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    Many recent efforts to promote new literacies involve the promotion of creative media production as a way to foster youth’s literate engagement with digital media. Those interested in gaming literacies view game design as a way to engage youth in reflective and critical reading of the gaming culture. In this paper, we propose the concept of “gaming fluencies” to promote game design as a context in which youth not only learn to read but also to produce digital media in creative ways. Gaming fluencies also present the added benefit of addressing equity issues of participation in the new media literacy landscape. We report on an ethnographic study that documented urban youth producing digital games in a community technology center. Our analyses focus on an archive of 643 game designs collected over a 24-month period, selecting a random sample to identify evidence of creative and technical dimensions in game designs. In addition, we highlight three case studies of game designs to identify different pathways into the participatory culture. Our goal is to illustrate how gaming fluencies allow for a wide range of designs, provide low thresholds and high ceilings for complex projects, and make room for creative expression. In our discussion, we address how gaming fluencies represent a complementary pathway for learning and participation in today’s media culture

    Youth, Technology, and DIY: Developing Participatory Competencies in Creative Media Production

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    Traditionally, educational researchers and practitioners have focused on the development of youths’ critical understanding of media as a key aspect of new media literacies. The 21st Century media landscape suggests an extension of this traditional notion of literacy – an extension that sees creative designs, ethical considerations, and technical skills as part of youth's expressive and intellectual engagement with media as participatory competencies. These engagements with media are also part of a growing Do-It-Yourself, or DIY, movement involving arts, crafts, and new technologies. The purpose of this chapter is to provide a framework and a language for understanding the multiple DIY practices in which youth engage while producing media. In the review, we will first provide a historical overview of the shifting perspectives of two related fields—new media literacies and computer literacy —before outlining the general trends in DIY media cultures that see youth moving towards becoming content creators. We then introduce how a single framework allows us to consider different participatory competencies in DIY under one umbrella. Special attention will be given to the digital practices of remixing, reworking, and repurposing popular media among disadvantaged youth. We will conclude with considerations of equity, access, and participation in after-school settings and possible implications for K-12 education

    "We need it loud!": Preschool making from mediated and materialist perspectives

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    In this chapter, we frame data analysis from multimodal (Scollon, 2001; Kress, 2003) and materialist (Lenz Taguchi, 2010) perspectives to expand our understanding of the complex interplay of purposes, properties, and possibilities in a moment of playful making at an impromptu art table in a preschool classroom. This auditory double take-that listens and listens again--problematizes educational assumptions in a prominent anthropocentric pedagogy that reads child/material productions primarily as evidence of a linear, lockstep developmental sequence. To unpack a moment of early childhood art production from two perspectives, we explore research methods that move away from privileging order and coherence, taming chaotic intra-actions among materials and humans, discounting material catalysts and perhaps child purposes. This chapter advances a notion of development as jumbled, recursive entanglement of action, artifacts, and making worlds. Art becomes coproduction through which things and humans communicate purposes and possibilities

    Composing Pieces for Peace: Using Impromptu to Build Cross-Cultural Awareness

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    Music has long played a role as an ambassador for peace and understanding between cultures. Yet, there is little research that gauges how creating music aids in the development of cross-cultural awareness. Given today’s tense political climate post-9/11, further investigation of the role that music can play in fostering cross-cultural awareness is needed. Using a sociocultural constructionist framework, this study investigated how 22 youth (12 girls and 10 boys) from the United States, in communication with youth in Tel-Aviv, Israel, analyzed and composed music steeped in traditional Hebrew, Arabic, and Western traditions using the computer program, Impromptu. Participants took part in pre-tests and post-tests to measure their awareness and respect for Israelis at the start and end of the study using the Cross-Cultural Awareness Drawing Task (Bar-Tal & Teichman, 2005). Using qualitative techniques, the researchers analyzed the written reflections of participants on their music composition process over the course of the intervention. Findings suggest that the music composition and analysis exercises had a positive impact on the development of crosscultural awareness over time among American students, helping to counter the common misconceptions about the Middle East fostered in today’s media

    “We hear everyday, ‘this isn’t me.’” Navigating tensions and opportunities to translate interests toward entrepreneurial making

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    Out-of-school time (OST) makerspaces are spaces for youth to engage in exploratory practices and deepen STEM interests in personally meaningful ways. Many youth—especially teens—additionally benefit from supportive relationships (e.g., caring adult mentors, peer mentors) in these spaces to help them uncover their interests and translate them into long-term trajectories of maker practice. Using a connected learning lens, this paper focuses on supportive adult relationships at a high school OST program (Sunrise of Philadelphia), and the ways in which practices around interest identification and development within its makerspace entrepreneurship program meaningfully impacted learning trajectories for youth by connecting them to new STEM opportunities, knowledge, and experiences. Through an illustrative case study, we present a portrait-of-practice that shows how OST educators facilitated brokering to connect youth to resources, mentoring, materials, and new communities that transcended their specific program. This manuscript contributes to known practices for translating youth interests in makerspaces, including incorporating youth voice and choice and making cultural connections to entrepreneurship opportunities. This case contributes to an understudied area of entrepreneurship education programs and activities that are needed in educational (K-12) makerspaces

    Consensual Assessment in the New Domain of E-Textiles: Comparing Insights from Expert, Quasi-Expert, and Novice Judges

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    Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity ratings of judges with varying expertise in the emergent domain of electronic textiles (or e-textiles). E-textiles are fabrics that have programmable electronics such as sensors and actuators embedded in them toward a variety of expressive and functional ends. Judges included domain pioneers (“experts”), individuals with over 20 hr of nonprofessional experience in the domain (“quasi-experts”), and individuals untrained in the domain (“novices”). Each group evaluated the creativity of e-textile artifacts from an online gallery using the Consensual Assessment Technique (CAT). Our analyses found high interjudge reliability within all groups and between quasi-experts and experts, suggesting that quasi-experts could be sufficiently trained to judge the creativity of artifacts on par with experts. Furthermore, larger panels of novice judges may serve as an alternative, but it would be with the caveat that novice scores represent the opinions of general audiences that might not understand technical practices of e-textiles. Findings offer alternative considerations for how creativity is assessed in emergent, technology-rich domains and have implications for judge recruitment. (PsycInfo Database Record (c) 2020 APA, all rights reserved

    Crafting, Communality, and Computing: Building on Existing Strengths To Support a Vulnerable Population

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    In Nepal, sex-trafficking survivors and the organizations that support them have limited resources to assist the survivors in their on-going journey towards reintegration. We take an asset-based approach wherein we identify and build on the strengths possessed by such groups. In this work, we present reflections from introducing a voice-annotated web application to a group of survivors. The web application tapped into and built upon two elements of pre-existing strengths possessed by the survivors -- the social bond between them and knowledge of crafting as taught to them by the organization. Our findings provide insight into the array of factors influencing how the survivors act in relation to one another as they created novel use practices and adapted the technology. Experience with the application seemed to open knowledge of computing as a potential source of strength. Finally, we articulate three design desiderata that could help promote communal spaces: make activity perceptible to the group, create appropriable steps, and build in fun choices.Comment: 14 pages, 1 figure. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI'20
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