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Playful Constructivism: Making Sense of Digital Games for Learning and Creativity Through Play, Design, and Participation

Vittorio Marone
2016 Journal of Virtual Worlds Research  
from play and game studies, design-based learning, and affinity spaces research.  ...  This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well as a blueprint for making sense  ...  Affinity Spaces as Hubs for Collaboration In affinity spaces newbies share a common space with experts, while leadership is porous and leaders are resources for the entire community (Gee, 2005) .  ... 
doi:10.4101/jvwr.v9i3.7244 fatcat:yvv7q5kpnnfylijwoske2iatri

Massive Open Online Courses as affinity spaces for connected learning: Exploring effective learning interactions in one massive online community

Sarah Honeychurch, Fiona Patrick
2018 Research in Comparative and International Education  
We suggest that Gee's concept of an affinity space is an appropriate model for CLMOOC, and ask how this might be replicated in a higher education setting.  ...  This paper describes a participatory online culture -CLMOOC -and asks how its ethos of reciprocity and creative playfulness occurs.  ...  Twitter chat: A public twitter conversation on a prearranged topic or topics where users post responses to questions by using an agreed hashtag (see above). Also called a Tweetchat.  ... 
doi:10.1177/1745499918768112 fatcat:3hd2fbllg5aq5nvjk4rf34x3ca

12. The playful scientist: Stimulating playful communities for science practice [chapter]

Ben Schouten, Erik van der Spek, Daniël Harmsen, Ellis Bartholomeus, René Glas, Sybille Lammes, Michiel de Lange, Joost Raessens, Imar de Vries
2018 The Playful Citizen  
They use a research-through-design approach, in which three possible scenarios and prototypes are studied to envisage the new role of the public library in practicing science in a changing society.  ...  In this chapter, the authors elaborate on serious games and playful interactions in modern scientific practices, and on the way they can engender mutual scientific growth.  ...  From theory-based design to validation and back, funded by the Netherlands Organisation for Scientific Research (NWO; 2013-2018; project number 314-99-106).  ... 
doi:10.1515/9789048535200-014 fatcat:q2gnfvg5fffsdozsnsg4nao6ji

Learning from the "Edge" of Virtual Worlds

Yesha Y. Sivan
2017 Journal of Virtual Worlds Research  
Each of them pushes the boundaries of the disciplines in a different way.  ...  Of them, a group of papers seems to suggest new angles and unique points of view. We packed these top five papers into this Edge issue.  ...  from play and game studies, designbased learning, and affinity spaces research.  ... 
doi:10.4101/jvwr.v9i3.7250 fatcat:tynyhwlhanb6zev565qpm2pyky

Framework for measuring social affinity for CSCW software

Michael A. Oren, Stephen B. Gilbert
2011 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA '11  
This methodology can be used for remote or co-located teams and offers HCI researchers a more powerful method of evaluating group affinity.  ...  Using surveys as a means for assessing group common ground has the possibility of social desirability bias where the results may suggest a higher team affinity rating than may actually exist.  ...  Acknowledgements We thank the Air Force Research Lab for support of this research.  ... 
doi:10.1145/1979742.1979779 dblp:conf/chi/OrenG11 fatcat:be5cb3du4reajldcqxpzrzso5i

Development and validation of an instrument for evaluating the ludicity of games in health education

Maria Raquel Gomes Maia Pires, Leila Bernarda Donato Göttems, Laianna Victoria Santiago Silva, Paloma Aparecida Carvalho, Gislane Ferreira de Melo, Rosa Maria Godoy Serpa da Fonseca
2015 Revista da Escola de Enfermagem da USP  
METHODOLOGY A methodological, exploratory and descriptive research, developed in two stages: 1.  ...  OBJECTIVE Developing and validating an instrument to evaluate the playfulness of games in health education contexts.  ...  METHOD This is a methodological, exploratory and descriptive research for validating the content of items in a questionnaire about the playfulness of health education games, based on the investigative  ... 
doi:10.1590/s0080-623420150000600015 pmid:27419683 fatcat:ogx66obgyre5jdl5v676cmeodi

Play in research? Yes, it is "proper" practice

Alison James
2021 The Journal of Play in Adulthood  
This paper reports on research that show how practitionersengage in playful research practices, and why they use play for scholarship andresearch.  ...  It shows some of the challenges that could be embraced to enable theincreased legitimisation of play and playfulness as serious research.  ...  Conceptions of playful and creative research also differ in visibility.  ... 
doi:10.5920/jpa.864 fatcat:kwntlidusjbipawhm2aas6sgpq

Co-Imagining the Future of Playable Cities

Ferran Altarriba Bertran, Laura Bisbe Armengol, Cameron Cooke, Ivy Chen, Victor Dong, Binaisha Dastoor, Kelsea Tadano, Fyez Dean, Jessalyn Wang, Adrià Altarriba Bertran, Jared Duval, Katherine Isbister
2022 CHI Conference on Human Factors in Computing Systems  
For 5 weeks, a team of 6 researchers spent 3-5 hours a week looking for posts that displayed playful urban behaviors.  ...  Participants also discussed experiences and traditions that involved (#6) "hacking the street": using the urban space as a blank canvas for creative expression, or a platform for creating interventions  ... 
doi:10.1145/3491102.3501860 fatcat:srsbbcb7i5aavhnp5nypnh5ilm

Mimetic Production in YouTube Toy Unboxing Videos

Benjamin Nicoll, Bjorn Nansen
2018 Social Media + Society  
Drawing on data produced through a content analysis of 100 recent toy unboxing videos, this article analyzes the place of children in the YouTube genre's "affinity space."  ...  That is, while well-known "professional" channels such as EvanTube often seek to produce a semblance of playful amateur authenticity, the ostensibly "amateur" child unboxers mimic the production and branding  ...  Questions of genre offer avenues for further research within various affinity spaces of YouTube, especially as such identifiable generic qualities or conventions of unboxing videos are also characterized  ... 
doi:10.1177/2056305118790761 fatcat:rttrhjzkczgafdzowkhlv7cjpy

Are we centering the adult in youth media education? Decolonizing the reception of youth-produced media texts

Jacqueline Ryan Vickery
2022 Journal of Media Literacy Education  
I propose that a youth-centered reading of playful youth media requires us to: acknowledge that the adult reading is not the dominant reading, validate memetic literacies, and legitimize embodied playfulness  ...  Drawing from experiences facilitating youth media workshops and focusing on two videos produced by teens in foster care as case studies, I demonstrate how youth media programs overlook the value of "just for  ...  ACKNOWLEDGEMENTS Thank you to the residents of Cumberland Presbyterian Children's Home (CPCH) for participating in the media workshops and for trusting us with your playful voices and experiences.  ... 
doi:10.23860/jmle-2022-14-1-9 fatcat:acitxtrvlfd6pe6ubpdjkhsoqa

Clown and Fool as Voice in Earth Activism

Megan Hyslop
2017 Journal of Childhood Studies  
It is a dance between stories and literature that gives examples of play as a way to navigate and imagine a heart, mind, and body engagement with community. </span></p></div></div></div></div>  ...  class="section"><div class="layoutArea"><div class="column"><p><span>How can the human relationship with the other-than-human be reenvisioned as neither destructive nor redemptive but as dynamic and playful  ...  In my philosophy class we talked about opening space for speaking in the richness of the now, the ever-moving, creative, and often wordless and half-baked modality of intuition and feeling.  ... 
doi:10.18357/jcs.v42i3.17891 fatcat:iik7otst5bghndxguowzhazaiu

Creativity interventions

Lisa M. Tolentino, Aisling Kelliher, David A. Birchfield, Rebecca P. Stern
2008 Proceeding of the twenty-sixth annual CHI conference extended abstracts on Human factors in computing systems - CHI '08  
This paper describes our initial work in developing criteria and a framework for constructing creativity interventions, or activities designed for building, tracking and evaluating creative group behaviors  ...  Arizona State University's Arts, Media, and Engineering Program is currently addressing the need to assess the growth of group creativity in trans-disciplinary collaboration.  ...  research in IT.  ... 
doi:10.1145/1358628.1358771 dblp:conf/chi/TolentinoKBS08 fatcat:a72ru65g5bel5grczg4xvyycaq

"Fortnite" and New Kids' Sociabilities

Dalvacir Andrade, António Ferreira
2021 European Journal of Social Sciences  
In this paper, we'll be researching the influence of digital games on contemporary kids' sociabilities, based on the assumption that the online universe allows exchanges and social ties in a digital context  ...  Fortnite presents elements that infer a paradigm shift in the videogame industry, directly interfering in the playful world of kids and, consequently, in the way this audience socializes.  ...  attractive playful context, especially for kids.  ... 
doi:10.26417/273vgt97c fatcat:qr6dg2knmndefhftt7rq7pkhyq

Designing with Cards [chapter]

Andrés Lucero, Peter Dalsgaard, Kim Halskov, Jacob Buur
2016 Collaboration in Creative Design  
The Inspiration Card Setup Work space for 3–15 people: • a computer and a projector for viewing video • one large table plus other for each team of 4–6 people • a wall for attaching theme posters  ...  90 min • Presentation: 20 min Video Card Game The Video Card Game (Fig. 10) provides a playful way for design teams to make sense of video recordings from user research.  ... 
doi:10.1007/978-3-319-29155-0_5 fatcat:a34ghhudwngrbdhxjmb7lzx4fu

Inter-play(ing) – embodied and relational possibilities of "serious play" at work

Wendelin Küpers
2017 Journal of Organizational Change Management  
, like open-space, future-search, mind mapping, scenario, affinity diagrams, and world-cafe2 technologies and workshops (Owen, 1997; Weisbord & Janoff, 1995; Schwartz, 1991) might be helpful.  ...  Such a creative, situational orientation and understands of embodied playful acting mediates a quasi-dialogical and responsive relationship.  ... 
doi:10.1108/jocm-12-2016-0267 fatcat:ahtcmr7qwjavtn7s3j2foxwrj4
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