This research investigated play as a leading activity for children in a digitally-mediated environment in the home setting. Specifically, it explored how two separately located 7- to 8-year- old girls, who are friends in the real world, engaged in sociodramatic play with each other by interacting as avatars in the same online virtual world environment whilst synchronously using video communication tools to discuss their play. Underpinned by interpretivist philosophical assumptions and informed by the cultural-historical approach to research, this inquiry employed a qualitative single-case study design to gain insight into the unique nature of this contemporary form of play. Drawing on the cultural-historical theoretical concept of play as a...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Research on how young children use information to orient themselves in daily life and to solve probl...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
This compilation thesis contributes with knowledge on children’s (8–12 years of age) out-of-school p...
<div>In the early childhood education literature, a growing number of studies have referenced <i>dig...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Play for play’s sake is viewed a child’s primary occupation from which meaning is derived that trans...
The aims of this collaborative research study between University of Cape Town and University of Shef...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Abstract Collaborative learning and collaborative use of digital technologies are essential skills ...
This research focuses on the need for children to use online gaming technology and for educators to ...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Research on how young children use information to orient themselves in daily life and to solve probl...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
This compilation thesis contributes with knowledge on children’s (8–12 years of age) out-of-school p...
<div>In the early childhood education literature, a growing number of studies have referenced <i>dig...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Games and activities, often involving aspects of pretence and fantasy play, are an essential aspect ...
Play for play’s sake is viewed a child’s primary occupation from which meaning is derived that trans...
The aims of this collaborative research study between University of Cape Town and University of Shef...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
As virtual worlds for children increase in popularity, it is important to examine their developmenta...
Abstract Collaborative learning and collaborative use of digital technologies are essential skills ...
This research focuses on the need for children to use online gaming technology and for educators to ...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
This article identifies theoretical and conceptual landscapes regarding traditional, electronic and ...
Research on how young children use information to orient themselves in daily life and to solve probl...