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dc.contributor.authorVear, Craigen
dc.contributor.authorMcConnon, L.en
dc.date.accessioned2016-07-05T15:15:42Z
dc.date.available2016-07-05T15:15:42Z
dc.date.issued2016-06-29
dc.identifier.citationMcConnon, L. and Vear, C. (2016) Pop Up Play: A Digital Creative Play Space. Digital Creativity, 28 (2), pp. 141-156en
dc.identifier.urihttp://hdl.handle.net/2086/12247
dc.descriptionThis article discusses the research findings from a year-long investigation funded by a Digital R&D for the Arts grant. The overarching aims of this research project were to understand how arts and cultural organisations can access mixed-reality environments and digital technology for creative play and learning, and how they can enable children and young people to access meaningful digital realm engagement. The article starts by introducing the underlying philosophical and cognitive framework built from embodiment philosophy, gaming theory and digital pedagogy that helped the research team determine what was meant by meaningful engagement in mixed reality. This is woven into an analysis of the four action-research case studies, followed by a discussion on the potential future areas for investigation. The conclusion evaluates how the resultant Pop Up Play product (free software download, supporting materials and bespoke digital creative play framework http://thesparkarts.co.uk/popupplay/ ) can be considered an environment for communications skill development, innovative thinking and immersive exploration through experiential play.en
dc.description.abstractThis article discusses the research findings from a year-long investigation funded by a Digital R&D for the Arts grant. The overarching aims of this research project were to understand how arts and cultural organisations can access mixed-reality environments and digital technology for creative play and learning, and how they can enable children and young people to access meaningful digital realm engagement. The article starts by introducing the underlying philosophical and cognitive framework built from embodiment philosophy, gaming theory and digital pedagogy that helped the research team determine what was meant by meaningful engagement in mixed reality. This is woven into an analysis of the four action-research case studies, followed by a discussion on the potential future areas for investigation. The conclusion evaluates how the resultant Pop Up Play product (free software download, supporting materials and bespoke digital creative play framework http://thesparkarts.co.uk/popupplay/ ) can be considered an environment for communications skill development, innovative thinking and immersive exploration through experiential play.en
dc.language.isoenen
dc.publisherDigital Creativity - Taylor and Francisen
dc.subjectMixed-realityen
dc.subjectdigital embodimenten
dc.subjectdigital pedagogyen
dc.subjectdigital playen
dc.subjectcreative learningen
dc.titlePop Up Play: A Digital Creative Play Spaceen
dc.typeArticleen
dc.identifier.doihttp://dx.doi.org/10.1080/14626268.2016.1199575
dc.researchgroupPerformance Research Groupen
dc.peerreviewedYesen
dc.explorer.multimediaNoen
dc.funderDigital R&D Fund for the Arts, Nesta, Arts & Humanities and public funding by the National Lottery through Arts Council Englanden
dc.projectidN/Aen
dc.cclicenceCC-BY-NCen
dc.date.acceptance2016-06-03en
dc.researchinstituteMusic, Technology and Innovation - Institute for Sonic Creativity (MTI2)en


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