Show simple item record

dc.contributor.authorMcConnon, L.en
dc.contributor.authorVear, Craigen
dc.date.accessioned2015-06-22T15:15:35Z
dc.date.available2015-06-22T15:15:35Z
dc.date.issued2015
dc.identifier.citationMcConnon, L. and Vear, C. "Put me back in my skin!" Children’s Perceptions of Mixed Reality Play. International Journal of Scientific and Research Publications, 5 (6),en
dc.identifier.issn2250-3153
dc.identifier.urihttp://hdl.handle.net/2086/11042
dc.descriptionThis article reports on child-focused reflections from research findings of a year-long investigation working with primary school aged children and young people in England exploring mixed reality play. 58 children and young people were engaged in the project and actively participated in 29 focus group interviews over time. Thematic qualitative analysis revealed five broad features of mixed reality play from a child’s perspective: dimensional embodiment, creating worlds, dramatizing and gaming, agentic action and inside and outside spaces. Through the adopted lens of children’s reflective engagement, this article hypothesises that mixed reality presents an environment for digital natives (Prensky, 2001) to play openly and creatively, and puts forth an argument for new technological opportunities and transformations of pedagogic practice.en
dc.description.abstractThis article reports on child-focused reflections from research findings of a year-long investigation working with primary school aged children and young people in England exploring mixed reality play. 58 children and young people were engaged in the project and actively participated in 29 focus group interviews over time. Thematic qualitative analysis revealed five broad features of mixed reality play from a child’s perspective: dimensional embodiment, creating worlds, dramatizing and gaming, agentic action and inside and outside spaces. Through the adopted lens of children’s reflective engagement, this article hypothesises that mixed reality presents an environment for digital natives (Prensky, 2001) to play openly and creatively, and puts forth an argument for new technological opportunities and transformations of pedagogic practice.en
dc.language.isoenen
dc.publisherInternational Journal of Scientific and Research Publicationsen
dc.subjectMixed realityen
dc.subjectdigital playen
dc.subjectcreative learningen
dc.subjectchildren’s voiceen
dc.subjecttechnophenomenologyen
dc.title"Put me back in my skin!" Children's Perceptions of Mixed Reality Playen
dc.typeArticleen
dc.researchgroupPerformance Research Groupen
dc.peerreviewedYesen
dc.funderThis work was supported by the Digital R&D Fund for the Arts, Nesta, Arts & Humanities and public funding by the National Lottery through Arts Council England.en
dc.projectidPop Up Playen
dc.researchinstituteMusic, Technology and Innovation - Institute for Sonic Creativity (MTI2)en


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record