This thesis explores the themes of technology, talk, playfulness and creative learning. The study investigated how children in the primary classroom talk when they use an immersive gaming environment. While creativity, play and talk have been linked with technology on an individual basis, the ways in which all of these themes interact is less well documented. The research began from this observation and sought to explore how technology might facilitate the development of a dialogic environment that supports creative interaction between pupils. Groups of children from two case study schools were engaged in an immersive environment, created using the Minecraft (Mojang, 2009) gaming world, and their talk was evaluated using multimodal socio-cu...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
The primary purpose in this case study was to explore the use of three-dimensional virtual spaces vi...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
The eruption of ICTs in our society posed the question of how to integrate technology into education...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning take...
In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
Engagement with science and scientific skills is an important aspect of children's ability to naviga...
This study explores the educational benefits of video games and video game based learning. Specifica...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
The primary purpose in this case study was to explore the use of three-dimensional virtual spaces vi...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
The eruption of ICTs in our society posed the question of how to integrate technology into education...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
Children today, are exposed to video games from an early age in the form of tablets, smart phones an...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning take...
In recent years, research in computer-mediated communication (CMC) via the Internet has revealed the...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
Engagement with science and scientific skills is an important aspect of children's ability to naviga...
This study explores the educational benefits of video games and video game based learning. Specifica...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
The primary purpose in this case study was to explore the use of three-dimensional virtual spaces vi...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...