Pop Up Play: A Digital Creative Play Space

Date

2016-06-29

Advisors

Journal Title

Journal ISSN

ISSN

1462-6268

Volume Title

Publisher

Digital Creativity - Taylor and Francis

Type

Article

Peer reviewed

Yes

Abstract

This 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.

Description

This 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.

Keywords

Mixed-reality, digital embodiment, digital pedagogy, digital play, creative learning

Citation

McConnon, L. and Vear, C. (2016) Pop Up Play: A Digital Creative Play Space. Digital Creativity, 28 (2), pp. 141-156

Rights

Research Institute