Researching Virtual Play Experiences: Digital Education and Learning
Autor Chris Baileyen Limba Engleză Paperback – 13 oct 2022
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Specificații
ISBN-13: 9783030786960
ISBN-10: 303078696X
Pagini: 404
Ilustrații: XIX, 382 p. 158 illus., 100 illus. in color.
Dimensiuni: 148 x 210 x 22 mm
Greutate: 0.52 kg
Ediția:1st ed. 2021
Editura: Springer
Colecția Digital Education and Learning
Seria Digital Education and Learning
Locul publicării:Cham, Switzerland
ISBN-10: 303078696X
Pagini: 404
Ilustrații: XIX, 382 p. 158 illus., 100 illus. in color.
Dimensiuni: 148 x 210 x 22 mm
Greutate: 0.52 kg
Ediția:1st ed. 2021
Editura: Springer
Colecția Digital Education and Learning
Seria Digital Education and Learning
Locul publicării:Cham, Switzerland
Cuprins
1. Welcome to banterbury.- 2. Situating the study.- 3. Exploring lived experience.- 4. PLATEAU 1.- 5. PLATEAU 2.- 6 PLATEAU 3.- 7. The Emergent Dimension of Play.
Textul de pe ultima copertă
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as ‘rhizomic ethnography’. This ‘hybrid’ text uses both words and images to describe the fieldsite and the methodology, demonstrating how children’s creation of a digital community through Minecraft was shaped by the both the game and their wider social and cultural experiences. Through the exploration of various dimensions of the club, including visual and soundscape data, the author demonstrates the ‘emergent dimension of play’. It will be of interest and value to researchers of children’s play, as well as those who explore visual methods and design multimodal research outputs.
Chris Bailey is Senior Lecturer in Education at Sheffield Hallam University, UK. Hisaward-winning research explores play, literacies, affective lived experience of space and place, and participatory methods in research and communication.
Caracteristici
Illustrates how children engage in virtual world play. Establishes a methodological approach, rhizomic ethnography. Examines how the creation of a digital community is influenced by both in-game factors and wider social and cultural experiences