Search results for "digital play"
showing 3 items of 3 documents
Leikisti pelissä : pohdintaa lasten digitaalisesta leikistä
2015
Artikkelissamme tarkastellaan esikouluikäisten lasten d¡gitaalista pelaamista leik¡n näkökulmasta. Vi¡me vuosina tieto- ja viestintäteknologia on tullut osaksi yhä nuoremp¡en lasten arkea ja herättänyt myös huolta s¡¡tä, m¡ten lisääntynyt pelaaminen vaikuttaa lasten leikkiin ja mahdollisesti he¡kentää leikin laalua. Toistaiseksi pienten lasten digitaalisesta leikistä on kuitenkin vain vähän tutkimustietoa. Tässä artikkelissa pohditaan per¡nteisen leikin määr¡ttelyä ja sen soveltumista dig¡taalisen leikin määrittelyyn. Peilaamme käytännön esimerkkejä lasten digitaalisesta leikistä Burghardtin (2012), Caillois'n (2001)ja van Oersin (2013) perinteisen leikin kriteer¡stö¡hin, joista valitsimme …
The Playful Affordances of Picture Book Apps for Children
2021
The tradition of children’s literature has evolved side by side with the market of children’s entertainment, games, and toys. The selection of contemporary print products includes a wide variety of materially or technologically enhanced picture books. This background is rarely considered in the examination of children’s book applications that have attracted scholarly interest after the arrival of smartphones and tablets during the early 2010s.The relationship between picture book apps, mobile games, and digital playthings requires further examination that considers the specific affordances of the mobile platform. Leaning on five case studies, this article examines how picture book apps affo…
Reconsidering passivity and activity in children’s digital play
2016
The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…