As part of the wider EU MakEY project on ‘enhancing digital literacy and creativity’ the study reported on in this chapter explored how makerspace-style workshops can provide the opportunity for children to play and make in relation to emerging virtual reality (VR) technologies and software. The literature review outlines two areas, firstly, what is known about VR in children’s lives, and secondly how making can be used as a means of knowledge generation. These two areas set the context for our study that explored children’s engagement with a variety of experimental ideas created to allow them to make and play with physical and virtual materials and spaces. The findings provide insight into how children learnt about the affordances of VR an...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
This visual essay draws upon data from a commercially-funded project on which I was a lead researche...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
This paper reports on the German part of the MakEY project that considered how makerspaces can provi...
Moar's research seeks new uses for interactive technologies, focusing on how learners, particularly ...
Making is a relatively new concept applied to describe the increasing attention paid to constructing...
Interactivity is regarded as one of the core components of a successful Virtual Reality experience, ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
This thesis aims to demonstrate childrens’ engagement with 3D printing technologies in 3D printing w...
AbstractThe purpose of the present study was to examine primary school students’ learning experience...
The development of new technologies is found inevitable and children interests toward online platfor...
This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (W...
This visual essay draws upon data from a commercially funded project on which I was the lead researc...
Augmented Reality (AR) and Virtual Reality (VR) technologies have much to offer the early childhood ...
This paper compares children's creative play with traditional and motorised (technological) construc...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
This visual essay draws upon data from a commercially-funded project on which I was a lead researche...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
This paper reports on the German part of the MakEY project that considered how makerspaces can provi...
Moar's research seeks new uses for interactive technologies, focusing on how learners, particularly ...
Making is a relatively new concept applied to describe the increasing attention paid to constructing...
Interactivity is regarded as one of the core components of a successful Virtual Reality experience, ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
This thesis aims to demonstrate childrens’ engagement with 3D printing technologies in 3D printing w...
AbstractThe purpose of the present study was to examine primary school students’ learning experience...
The development of new technologies is found inevitable and children interests toward online platfor...
This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (W...
This visual essay draws upon data from a commercially funded project on which I was the lead researc...
Augmented Reality (AR) and Virtual Reality (VR) technologies have much to offer the early childhood ...
This paper compares children's creative play with traditional and motorised (technological) construc...
This paper describes textual, social and design dimensions of artefacts for play and learning by giv...
This visual essay draws upon data from a commercially-funded project on which I was a lead researche...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...