Wise Humanising Creativity
Autor: | Elias Stouraitis, Kerry Chappell, Heather Wren, Alexander Schmoelz, Karen Kenny, Christopher Walsh |
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Rok vydání: | 2017 |
Předmět: |
Engineering
business.industry media_common.quotation_subject 05 social sciences Educational technology 050301 education 050109 social psychology Creativity Fieldnotes Education Work (electrical) Pedagogy Developmental and Educational Psychology Virtual learning environment 0501 psychology and cognitive sciences business 0503 education Social psychology Futures contract Bespoke Qualitative research media_common |
Zdroj: | International Journal of Game-Based Learning. 7:50-72 |
ISSN: | 2155-6857 2155-6849 |
Popis: | This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C2Learn, a three-year European Commission funded project which introduced innovative digital gaming activities to foster co-creativity in the VLE between players. Theoretically the paper builds on previous work, which has conceptualised the potential for WHC within VLEs, as well as other educational contexts. Within C2Learn, arguments have been made for WHC as an antidote to overly-marketised, competitive notions of creativity, as well as for WHC supporting a view of childhood and youth as empowered—rather than ‘at risk'—within digital environments. In particular, this paper focuses on outcomes of the project's final piloting in England, Greece and Austria across the primary and secondary age ranges. This research employed a bespoke co-creativity assessment methodology developed for the project. In order to document WHC, this methodology opted to evidence developments in lived experience via qualitative methods including teacher and student interviews, fieldnotes, video capture, observation and student self-assessment tools. The paper articulates how WHC manifests in C2Learn's unique VLE or C2Space, and its potential to develop more nuanced understandings of creativity across digital environments. It then goes on to consider WHC as a useful concept for changing how we create within VLEs, and the implications for educational futures debates and wider understanding of creativity in education as a less marketised and more ethically driven concept. |
Databáze: | OpenAIRE |
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