Situated in complexity theory this thesis covers the broad area of creativity re-conceptualise creativity within Australian mainstream education, as being something that continually emerges from collective process. In doing so, many of the key characteristics of the Australian education system, were analysed for the role they played in enabling or hindering creativity within a school. M inecraft was a key pedagogical tool used to filter this aspects through to reimagine them. The findings of this study included: 1. Situating pedagogies framed in complexity have limited scope in the current discourse around mainstream Australian education. 2. There is a role for pedagogies that arise out of new and conflicting discourses (e.g., complexity th...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Creativity is an elusive skill desired by many. Debates on \u27What is Creativity\u27 and how it can...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
This qualitative study seeks to explore and illuminate the lived experience of a group of ten and el...
In this article, we investigate eight and nine year old girls’ school and home use of the popular ga...
This thesis explores how the discourse of complexity thinking can be used to foster emergence in cur...
This paper presents an example of how complexity thinking was used to foster a local curriculum rela...
This paper shows how the methods of software development and the art of computer programming can pro...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (W...
This research uses complexity thinking to explore games of chase in the early childhood curriculum a...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
This thesis explores the themes of technology, talk, playfulness and creative learning. The study in...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Creativity is an elusive skill desired by many. Debates on \u27What is Creativity\u27 and how it can...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
This qualitative study seeks to explore and illuminate the lived experience of a group of ten and el...
In this article, we investigate eight and nine year old girls’ school and home use of the popular ga...
This thesis explores how the discourse of complexity thinking can be used to foster emergence in cur...
This paper presents an example of how complexity thinking was used to foster a local curriculum rela...
This paper shows how the methods of software development and the art of computer programming can pro...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (W...
This research uses complexity thinking to explore games of chase in the early childhood curriculum a...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
This thesis explores the themes of technology, talk, playfulness and creative learning. The study in...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Creativity is an elusive skill desired by many. Debates on \u27What is Creativity\u27 and how it can...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...