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dc.contributor.authorGiannakos, Michail
dc.contributor.authorDivitini, Monica
dc.contributor.authorOle Sejer, Iversen
dc.date.accessioned2018-05-03T06:45:59Z
dc.date.available2018-05-03T06:45:59Z
dc.date.created2017-09-07T16:27:30Z
dc.date.issued2017
dc.identifier.citationEntertainment Computing. 2017, 21 77-81.nb_NO
dc.identifier.issn1875-9521
dc.identifier.urihttp://hdl.handle.net/11250/2496872
dc.description.abstractMaking is a relatively new concept applied to describe the increasing attention paid to constructing activities to enable entertaining, and engaging learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities such as problem solving, design thinking, collaboration, and innovation, to name a few. Contemporary technical and infrastructural developments, such as Hackerspaces, Makerspaces, TechShops, and FabLabs, and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive programming languages, posit making as a very promising research area to support learning processes, especially towards the acquisition of 21st-century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand and improve the value of making and the role of the various digital and physical spaces. Drawing from our experience with a recent workshop that used making as a pathway to foster joyful engagement and creativity in learning (Make2Learn), we present the developments, as well as the four selected contributions of this special issue. The paper further draws attention to the great potential and need for research in the area of making to enable entertaining, and engaging, and learning.nb_NO
dc.language.isoengnb_NO
dc.publisherElseviernb_NO
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.titleEntertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through makingnb_NO
dc.typeJournal articlenb_NO
dc.typePeer reviewednb_NO
dc.description.versionacceptedVersionnb_NO
dc.source.pagenumber77-81nb_NO
dc.source.volume21nb_NO
dc.source.journalEntertainment Computingnb_NO
dc.identifier.doi10.1016/j.entcom.2017.04.002
dc.identifier.cristin1491874
dc.relation.projectNorges forskningsråd: 255129nb_NO
dc.description.localcode© 2017. This is the authors’ accepted and refereed manuscript to the article. Locked until 6.4.2019 due to copyright restrictions. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextpostprint
cristin.qualitycode1


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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