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Play, Creativity
  and Digital
   Cultures
       Jackie Marsh
 University of Sheffield, UK
Structure of Talk



•   Young children’s digital literacy practices in homes
    and communities

•   Playful pedagogies in early years settings and schools

•   Future developments and the implications for
    educators and researchers
Family Digital
Literacy Practices


Children’s Use of
 Virtual Worlds

Children’s Games
and Rhymes in a
New Media Age
•Four children, two boys and two girls,aged
  between 2- 4 years, filmed by parents
  engaging in digital literacy practices
  •Parents interviewed regarding the
   data


 •175 children aged 5-11 completed an online
 survey
 •26 children took part in group and individual
 interviews
 •3 children filmed using ‘Club Penguin’ in the
 home over a period of one month



•Ethnographic study conducted over two years in 2
primary schools in London and Sheffield
•Children were co-researchers
•Interviews, videos, annotated maps, sociograms,
online survey of media use
Lubna, aged 3   Farooq, aged 2
Grace, aged 4   Sohail, aged 2
Play, Creativity and Digital
              Cultures

•   Singing, dancing, talking to/ in front of TV/ films on own or with
    friends and family

•   Using an electronic toy on own or with siblings and parents (e.g.
    Arabic script toy, matching words and images)

•   Using mobile phone to talk to imaginary person

•   Using mobile phone to talk to family members - language play

•   Using laptop on own or with siblings and family members to use
    programs or watch Youtube
Play, Creativity and Digital
               Cultures

•   Using games console, generally with siblings

•   Using digital camcorder and camera to record family activities

•   Using CD/ MP3 player, dancing to music

•   Using mobile phone to take photographs and videos

    of family members

•   Playing on phone apps

•   Using mobile phone to engage in video calls
Purposes for literacy in the home (Teale, 1986)

• School-related activity (e.g. homework, forms and letters from
    school, playing school)
•   Daily living routines (e.g. maintaining the social organisation of
    the family, shopping, cooking, paying bills)
•   Work (e.g. related to family employment)
•   Participating in ‘information networks’ (e.g. to find out what was
    happening in areas of interest e.g. reading sports pages of
    newspapers)
•   Religion (e.g. reading holy books)
•   Literacy for the sake of teaching/ learning literacy (e.g.phonics/
    phonological awareness activities using books)
•   Interpersonal communication (e.g. letters, birthday cards)
•   Entertainment (e.g. reading books, comics)
•   Storybook time (adult-child reading of picture books)


                     (Teale, 1986)
Purposes for digital literacy in the home

• Daily living routines (e.g. emails; ebay; online
     supermarket sites)
•    Work (e.g. word processing; emails)
•    Participating in ‘information networks’ (e.g. chat forums;
     Facebook)
•    Religion (e.g. online religious communities)
•    Literacy for the sake of teaching/ learning literacy (e.g.
     tablet apps based on phonics).
•    Interpersonal communication (e.g. emails; text
     messages)
•    Entertainment (e.g. console games; electronic books;
     websites)
•    Storybook time (electronic books)
CBeebies: Everything’s rosie
TRANSMEDIA INTERTEXTUALITY (KINDER, 1991)
1928




       1930s...
New Media Assemblages


While an ecological framing looks to find a contributory role for all
components, an assemblage has room for tension, mismatch and ongoing
reconfiguration. There is not sense of creating and then maintaining a
balanced symbiosis of parts. As a result of this heterogeneity and
independence, assemblages dismantle and reassemble in different

combinations as context and requirements shift.



!   !   !   !   !   !             (Carrington, in press)
3 current UK
   trends:     5-11 year-olds’
                  favourite
                Internet sites



                  n = 180
YouTube
http://www.youtube.com/watch?v=U4CV9LebIa8
Facebook
Yes          No

                  % of 5 - 8 year olds
                    who had used
                  Facebook (n =73)



47%
            53%
Yes          No
                  % of 5 - 8 year olds
                  who had their own
                     Facebook/
                   myspace page
            30%         (n =77)




70%
Jackie: OK. So when you go on it, what are the things that you do when
you go on it?

Kate: You can play games, like there’s lots of stuff to do like pets and stuff,
there’s a game called Happy Pets, Pet Society, Petville, and then there’s
something called Cityville, like you can make your own city, and there’s
Farmville.

Jackie:   And do you play on all of those games?

Kate: Yeah.

Jackie:   Do you send people messages?

Kate: Yeah.

Jackie:   And what sort of messages do you send?

Kate: We just say “hiya” and we start like a normal conversation as if we
were talking to each other.
Virtual
Worlds
Commercial VWs for children

•   Persistent space that offers a range of
    environments that are navigable through
    maps

•   Customisable avatar

•   Home for avatar

•   Free chat and safe-chat servers

•   Games which earn in-world currency,
    generally played individually

•   In-world goods that can be purchased

•   Moderators

•   Information for parents on website
Genres of Play

Fantasy play


                                       Games with rules


‘Rough and tumble’
play



                 Socio-dramatic play
Owen: I go on YouTube sometimes and
they have like little presentations on..it’s
funny because it’s like the funniest clips of
Club Penguin and stuff and they fall and
stuff.


Stacey: You can type ‘Club Penguin’ and
it comes up and there’ll be like and there’s
music in the background and it can show
you slideshows.
http://www.youtube.com/watch?v=TK3Uo_-auLU
Class 2 Offline                    Online
                                                                                              I (G)

                                                            A (B)                                                                    O (G)
          R (B)
                                 J (B)




                                                                                                              N (G)


                                                              B (G)                   M (B)

              J (B)
                                                                                                                                             G (G)
                                   L (B)




                                                                                                                 C (B)



                                                    G (G)

                         J (B)                                                        B (B)
                                                                                                                                 T (B)



  B (B)


                                                                                                      J (B)


                                                   B (B)
                                                                                                                                             H (B)
                                                                              L (G)
                      L (G)




                                                                      C (B)                                              T (B)
    A (G)

                                                                                              K (B)
                                           K (B)
Augmented reality




          Text




  Apptivity - Hot Wheels
Disney Dream Play
Mobile Devices


52% of 0-8 year-olds
   had access to
mobile device such
  as smartphone/
 ipod or ipad; 38%
  of 0-8 year olds
     used them

 (Common Sense
   Media, 2011)
App Gap? (Common Sense Media,
            2011)


                 47% v 14%
OFCOM, 2012
Play, Creativity and Digital Cultures in
      Homes and Communities

•   Many young children’s play and creativity shaped by
    ‘new media assemblages’

•   Play and creative activities take place across online/
    offline spaces and two becoming more merged in
    play

•   Peer-to-peer fandom growing but it is still a minority of
    children who create and post online texts

•   Danger of digital divide being exacerbated by
    developments
Play, Creativity and Digital Culture in
  Early Years Settings and Schools




Digital Futures in Teacher Education
                Project
        http://www.digitalfutures.org/
Aims of project: To involve pre- and in-service
     teachers, teacher educators and pupils in:




•   Exploring and sharing the potential of digital
    technologies

•   Understanding more about what it means to be
    digitally literate

•   Sharing and developing good practice in teaching
    through development of open educational resources
    (OERs)
44




Nursery                Using mobile apps, including iPads, for digital storytelling

                       Using Scratch to create and animate digital monsters; using Web
Primary school 1
                       2.0 sites for monster theme creativity

Primary school 2       Visual arts and the digital - using the app Brushes on iPads


Primary school 3       Camp Cardboard - digital arts and drama


Primary school 4       Using QR codes and geocaching in local park


Special school         Creating films to enhance communication skills


Secondary school 1     Developing a school VLE


Secondary school 2     Using OERs to share good practice


Secondary school 3     21st century ‘show and tell’ using video and screencast


Secondary school 4     Using QR codes with local science museum, Magna Centre




                   http://www.digitalfutures.org/
http://www.digitalfutures.org/
PLAYFUL AND CREATIVE
          PEDAGOGIES
Flexible learning spaces           Digital play



Cultural relevance          Multimodal, multimedia
                             production/ design


               Participatory practices
Digital Play

•   Allowing children time
    to explore modes and
    media and understand
    their affordances

•   Play as a central
    concept

•   Teachers taking a
    facilitative/ supporting
    rather than leading
    role
Multimodal Production and
              Design
    Children:
•    Developing appropriate
     technical skills

•    Choosing appropriate modes
     and media for purpose

•    Developing skills across modes
     and media e.g. ability to insert
     animations into texts,
     understand issues relating to
     layout

•    Developing critical skills e.g.
     ability to review and critically
     analyse texts
Participatory Practices


•   Social constructionist/
    communities of practice
    models of learning

•   Children learning to work
    effectively with others

•   Children learning how to
    manage complexities of
    distributed knowledge

•   Intergenerational learning
Cultural Relevance

•   Projects embedded children’s
    own out-of-school knowledge
    and understanding into
    activities e.g. use of
    smartphones

•   Popular culture important in
    some projects e.g. monster
    films

•   Links to community interests
    and needs e.g. QR codes in
    local park/ museum
Flexible Learning Spaces


•   Moving outside of the
    classroom space when
    necessary

•   Blending online and offline

•   Pupils able to work in flexible
    ways e.g. individually, dyads,
    groups

•   Control and choice important
Future Developments


•   Increased use of
    wearable devices to
    get online e.g.
    watches, glasses

•   Online/ offline play
    more integrated

•   Personalisation of
    robots in play
Conclusion
•   Many children living increasingly complex digital lives, active
    with a range of media from an early age - we need to identify
    and map skills and knowledge

•   Essential for early years schools and settings to build on these
    early experiences, especially for children who do not have
    digital access at home or in the community

•   We need further research on young children’s digital/ media
    literacy practices e.g. longitudinal studies, comparative
    studies, online/ offline tracking

•   Future developments will lead to an increasing blend of
    online/ offline spaces in children’s out-of-school lives - are
    formal learning spaces equipped to build on these
    developments?
http://www.bl.uk/playtimes

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Play, Creativity and Digital Cultures

  • 1. Play, Creativity and Digital Cultures Jackie Marsh University of Sheffield, UK
  • 2. Structure of Talk • Young children’s digital literacy practices in homes and communities • Playful pedagogies in early years settings and schools • Future developments and the implications for educators and researchers
  • 3. Family Digital Literacy Practices Children’s Use of Virtual Worlds Children’s Games and Rhymes in a New Media Age
  • 4. •Four children, two boys and two girls,aged between 2- 4 years, filmed by parents engaging in digital literacy practices •Parents interviewed regarding the data •175 children aged 5-11 completed an online survey •26 children took part in group and individual interviews •3 children filmed using ‘Club Penguin’ in the home over a period of one month •Ethnographic study conducted over two years in 2 primary schools in London and Sheffield •Children were co-researchers •Interviews, videos, annotated maps, sociograms, online survey of media use
  • 5. Lubna, aged 3 Farooq, aged 2
  • 6. Grace, aged 4 Sohail, aged 2
  • 7. Play, Creativity and Digital Cultures • Singing, dancing, talking to/ in front of TV/ films on own or with friends and family • Using an electronic toy on own or with siblings and parents (e.g. Arabic script toy, matching words and images) • Using mobile phone to talk to imaginary person • Using mobile phone to talk to family members - language play • Using laptop on own or with siblings and family members to use programs or watch Youtube
  • 8. Play, Creativity and Digital Cultures • Using games console, generally with siblings • Using digital camcorder and camera to record family activities • Using CD/ MP3 player, dancing to music • Using mobile phone to take photographs and videos of family members • Playing on phone apps • Using mobile phone to engage in video calls
  • 9. Purposes for literacy in the home (Teale, 1986) • School-related activity (e.g. homework, forms and letters from school, playing school) • Daily living routines (e.g. maintaining the social organisation of the family, shopping, cooking, paying bills) • Work (e.g. related to family employment) • Participating in ‘information networks’ (e.g. to find out what was happening in areas of interest e.g. reading sports pages of newspapers) • Religion (e.g. reading holy books) • Literacy for the sake of teaching/ learning literacy (e.g.phonics/ phonological awareness activities using books) • Interpersonal communication (e.g. letters, birthday cards) • Entertainment (e.g. reading books, comics) • Storybook time (adult-child reading of picture books) (Teale, 1986)
  • 10. Purposes for digital literacy in the home • Daily living routines (e.g. emails; ebay; online supermarket sites) • Work (e.g. word processing; emails) • Participating in ‘information networks’ (e.g. chat forums; Facebook) • Religion (e.g. online religious communities) • Literacy for the sake of teaching/ learning literacy (e.g. tablet apps based on phonics). • Interpersonal communication (e.g. emails; text messages) • Entertainment (e.g. console games; electronic books; websites) • Storybook time (electronic books)
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  • 14. 1928 1930s...
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  • 17. New Media Assemblages While an ecological framing looks to find a contributory role for all components, an assemblage has room for tension, mismatch and ongoing reconfiguration. There is not sense of creating and then maintaining a balanced symbiosis of parts. As a result of this heterogeneity and independence, assemblages dismantle and reassemble in different combinations as context and requirements shift. ! ! ! ! ! ! (Carrington, in press)
  • 18. 3 current UK trends: 5-11 year-olds’ favourite Internet sites n = 180
  • 22. Yes No % of 5 - 8 year olds who had used Facebook (n =73) 47% 53%
  • 23. Yes No % of 5 - 8 year olds who had their own Facebook/ myspace page 30% (n =77) 70%
  • 24. Jackie: OK. So when you go on it, what are the things that you do when you go on it? Kate: You can play games, like there’s lots of stuff to do like pets and stuff, there’s a game called Happy Pets, Pet Society, Petville, and then there’s something called Cityville, like you can make your own city, and there’s Farmville. Jackie: And do you play on all of those games? Kate: Yeah. Jackie: Do you send people messages? Kate: Yeah. Jackie: And what sort of messages do you send? Kate: We just say “hiya” and we start like a normal conversation as if we were talking to each other.
  • 26. Commercial VWs for children • Persistent space that offers a range of environments that are navigable through maps • Customisable avatar • Home for avatar • Free chat and safe-chat servers • Games which earn in-world currency, generally played individually • In-world goods that can be purchased • Moderators • Information for parents on website
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  • 30. Genres of Play Fantasy play Games with rules ‘Rough and tumble’ play Socio-dramatic play
  • 31. Owen: I go on YouTube sometimes and they have like little presentations on..it’s funny because it’s like the funniest clips of Club Penguin and stuff and they fall and stuff. Stacey: You can type ‘Club Penguin’ and it comes up and there’ll be like and there’s music in the background and it can show you slideshows.
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  • 35. Class 2 Offline Online I (G) A (B) O (G) R (B) J (B) N (G) B (G) M (B) J (B) G (G) L (B) C (B) G (G) J (B) B (B) T (B) B (B) J (B) B (B) H (B) L (G) L (G) C (B) T (B) A (G) K (B) K (B)
  • 36. Augmented reality Text Apptivity - Hot Wheels
  • 38. Mobile Devices 52% of 0-8 year-olds had access to mobile device such as smartphone/ ipod or ipad; 38% of 0-8 year olds used them (Common Sense Media, 2011)
  • 39. App Gap? (Common Sense Media, 2011) 47% v 14%
  • 41. Play, Creativity and Digital Cultures in Homes and Communities • Many young children’s play and creativity shaped by ‘new media assemblages’ • Play and creative activities take place across online/ offline spaces and two becoming more merged in play • Peer-to-peer fandom growing but it is still a minority of children who create and post online texts • Danger of digital divide being exacerbated by developments
  • 42. Play, Creativity and Digital Culture in Early Years Settings and Schools Digital Futures in Teacher Education Project http://www.digitalfutures.org/
  • 43. Aims of project: To involve pre- and in-service teachers, teacher educators and pupils in: • Exploring and sharing the potential of digital technologies • Understanding more about what it means to be digitally literate • Sharing and developing good practice in teaching through development of open educational resources (OERs)
  • 44. 44 Nursery Using mobile apps, including iPads, for digital storytelling Using Scratch to create and animate digital monsters; using Web Primary school 1 2.0 sites for monster theme creativity Primary school 2 Visual arts and the digital - using the app Brushes on iPads Primary school 3 Camp Cardboard - digital arts and drama Primary school 4 Using QR codes and geocaching in local park Special school Creating films to enhance communication skills Secondary school 1 Developing a school VLE Secondary school 2 Using OERs to share good practice Secondary school 3 21st century ‘show and tell’ using video and screencast Secondary school 4 Using QR codes with local science museum, Magna Centre http://www.digitalfutures.org/
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  • 54. PLAYFUL AND CREATIVE PEDAGOGIES Flexible learning spaces Digital play Cultural relevance Multimodal, multimedia production/ design Participatory practices
  • 55. Digital Play • Allowing children time to explore modes and media and understand their affordances • Play as a central concept • Teachers taking a facilitative/ supporting rather than leading role
  • 56. Multimodal Production and Design Children: • Developing appropriate technical skills • Choosing appropriate modes and media for purpose • Developing skills across modes and media e.g. ability to insert animations into texts, understand issues relating to layout • Developing critical skills e.g. ability to review and critically analyse texts
  • 57. Participatory Practices • Social constructionist/ communities of practice models of learning • Children learning to work effectively with others • Children learning how to manage complexities of distributed knowledge • Intergenerational learning
  • 58. Cultural Relevance • Projects embedded children’s own out-of-school knowledge and understanding into activities e.g. use of smartphones • Popular culture important in some projects e.g. monster films • Links to community interests and needs e.g. QR codes in local park/ museum
  • 59. Flexible Learning Spaces • Moving outside of the classroom space when necessary • Blending online and offline • Pupils able to work in flexible ways e.g. individually, dyads, groups • Control and choice important
  • 60. Future Developments • Increased use of wearable devices to get online e.g. watches, glasses • Online/ offline play more integrated • Personalisation of robots in play
  • 61. Conclusion • Many children living increasingly complex digital lives, active with a range of media from an early age - we need to identify and map skills and knowledge • Essential for early years schools and settings to build on these early experiences, especially for children who do not have digital access at home or in the community • We need further research on young children’s digital/ media literacy practices e.g. longitudinal studies, comparative studies, online/ offline tracking • Future developments will lead to an increasing blend of online/ offline spaces in children’s out-of-school lives - are formal learning spaces equipped to build on these developments?