65 research outputs found
Imitative or Iconoclastic? How young children use ready-made images in digital art
Digital art-making tends to foreground the inclusion of ready-made images in children’s art. While some lament children’s use of such images, suggesting that they constrain creativity and expression (McLennan, 2007; Szyba, 1999), others have argued that ready-made digital materials offer children the opportunity to create innovative and potentially iconoclastic artefacts through processes of ‘remix’ (Lankshear & Knobel, 2006) and ‘mash-up’ (Lamb, 2007). In order to further this debate, observations are needed to explore the different ways that children use ready-made images in their digital art and the various purposes that these images can serve. Adopting a social semiotic perspective, this paper offers an in-depth examination of five episodes of 4-5 year olds’ digital art-making that collectively demonstrate the diversity of approaches that young children take towards the inclusion of ready-made images in their digital art-making. The paper discusses these findings in relation to suggestions for what adults can do to support children to adopt a playful and critically aware approach to the use of ready-made images in digital art-making
Exploring whole body interaction and design for museums
Museums increasingly use digital technology to enhance exhibition experiences for families, notably in relation to physically mediated installations for young children through natural user interfaces. Yet little is known about how families and children engage with such installations and the kinds of interactive experiences they engender in museum spaces. This paper addresses a pressing need for research to adopt an analytical focus on the body during such digitally mediated interactions in order to understand how bodily interaction contributes to meaning making in the museum context. It reports an observation study of families and children interacting with a whole-body interface (using Kinect) in the context of an installation in a museum exhibit on rare Chinese paintings. The study shows how the installation design engenders particular forms of bodily interaction, collaboration and meaning making. It also contributes design insights into whole-body interaction installations in museums and public spaces
Mobile experiences of historical place: a multimodal analysis of emotional engagement
This article explores how to research the opportunities for emotional engagement that mobile technologies provide for the design and enactment of learning environments. In the context of mobile technologies that foster location-based linking, we make the case for the centrality of in situ real-time observational research on how emotional engagement unfolds and for the inclusion of bodily aspects of interaction. We propose that multimodal methods offer tools for observing emotion as a central facet of person–environment interaction and provide an example of these methods put into practice for a study of emotional engagement in mobile history learning. A multimodal analysis of video data from 16 pairs of 9- to 10-year-olds learning about the World War II history of their local Common is used to illustrate how students’ emotional engagement was supported by their use of mobile devices through multimodal layering and linking of stimuli, the creation of digital artifacts, and changes in pace. These findings are significant for understanding the role of digital augmentation in fostering emotional engagement in history learning, informing how digital augmentation can be designed to effectively foster emotional engagement for learning, and providing insight into the benefits of multimodality as an analytical approach for examining emotion through bodily interaction
Embodied interaction in digitally augmented learning environments
This presentation explores how a multimodal analysis can be used to examine the role of the body in interactions with mobile digital environments. It demonstrates the different stages applied by MODE researchers in conducting an analysis of video data that focuses on the contribution of bodily modes (such as gaze, gesture, movement etc.) in the context of children using iPads to learn about the history of a local site of interest
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