This article presents an analysis of data from a project which investigated children and young people‟s learning of digital cultures in informal settings in Britain. The project aimed to build links between young peoples ‟ leisure and learning experiences, by engaging with the content and styles of learning connected with digital cultures in homes and community centres. The focus of this article is on a computer games making course for young people age 9 – 13. The article looks specifically at issues around technology and pedagogy. Questions are raised about types of software used with this age range, and the article includes a discussion of the models of learning which describe young people‟s interactions with digital cultures
This thesis is concerned with the potential for interactive digital technologies to support young ch...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
In this article, we present a case study of digital making as an example for constructing social par...
This article presents an analysis of data from a project which investigated children and young peopl...
This paper illustrates the intensified engagement that youth are having with digital technologies an...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
This chapter is about the kinds of thinking prompted when young children engage with a broad range o...
Τhis report presents the major findings from work package 4 focusing on the area concerning digital ...
The lives of young people in the United States are unquestionably media-saturated. Children increasi...
A range of recent academic, policy and practice-focused work in the UK and internationally has ident...
Computers and other aspects of Information and Communication Technologies (ICTs) allow children and ...
Digital technologies have become ubiquitous in many young children’s everyday experiences in the hom...
There is a limited literature on pre-school children's experiences with digital technologies at home...
This paper gives an account of the findings of a series of qualitative research studies which explor...
This article reports a study that explored young children’s digital literacy in the home. The aim of...
This thesis is concerned with the potential for interactive digital technologies to support young ch...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
In this article, we present a case study of digital making as an example for constructing social par...
This article presents an analysis of data from a project which investigated children and young peopl...
This paper illustrates the intensified engagement that youth are having with digital technologies an...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
This chapter is about the kinds of thinking prompted when young children engage with a broad range o...
Τhis report presents the major findings from work package 4 focusing on the area concerning digital ...
The lives of young people in the United States are unquestionably media-saturated. Children increasi...
A range of recent academic, policy and practice-focused work in the UK and internationally has ident...
Computers and other aspects of Information and Communication Technologies (ICTs) allow children and ...
Digital technologies have become ubiquitous in many young children’s everyday experiences in the hom...
There is a limited literature on pre-school children's experiences with digital technologies at home...
This paper gives an account of the findings of a series of qualitative research studies which explor...
This article reports a study that explored young children’s digital literacy in the home. The aim of...
This thesis is concerned with the potential for interactive digital technologies to support young ch...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
In this article, we present a case study of digital making as an example for constructing social par...