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Børn som digitale
verdensborgere
Oplæg for satsningsområdet ’Børn, Medier og
Kultur’ 19. maj 2015
Kjetil Sandvik, lektor, Institut for Medier, Erkendelse og Formidling, KU
Projektet
• Forskning i og praksisnær afdækning af
digitale redskabers betydning for børns
udvikling og læring (KL og Ministeriet for Børn,
Ligestilling, Integration og Sociale forhold)
• Delprojekt: Dannelse i en digital og global
verden – digitale redskaber skal understøtte
barnets lærings- og dannelsesproces
Deltagere
• Forskerteam (Klaus Thestrup, Carsten Jessen, Kjetil
Sandvik)
• Laboratorium-facilitatorer (pædagoger med stor
erfaring i medieleg, dvs. anvendelse af (digitale) medier
som legeredskaber og pædagogisk værktøj)
• Netværk af kommuner og daginstitutioner
(repræsentanter for eksisterende praksis, deltagere i
udvikling af nye praksisser)
• Formidlings-enhed (Videncenter for Intergration, Vejle)
Kortlægning af digitale strategier
for daginstitutions området i
netværkets kommuner
Kortlægning af eksisterende
praksis i netværkets daginsti-
tutioner
Eksperimenterende udvikling af nye
praksisser i samarbejde med børn
og pædagoger fra netværkets
daginstitutioner.
Lab 1: Børn som med-producenter
(udvikling ’i øjenhøjde’ med børnene)
Lab 2: Nye former for kommunikation
Lab 3: Børnehaven midt i verden
Bearbejdning og formidling af
indsamlet data og resultater af
laboratorier internt netværket.
Udarbejdning af slutrapport.
Den større ramme: Meaning Across
Media
• Delprojekt: Co-creating smart cities: cross-media communication in
the public sector (bruger-centreret tilgang til anvendelse af digital
teknologi indenfor forskellige områder (bl.a. daginstitutions-
området)
• Towards a concept of ‘smart city at eye level’
• Challenging the technology-centric approach
• Specific cross media approach: humans first combined/augmented
with other types of media.
– Museums: creating participatory and co-creative audience experiences
– Learning: creating post-graduate programs in collaboration with users:
customized, adaptable to work situation
– Play: creating digital media practices with and for children
Top-down
Eye level
Next Practice Lab: methods
• Action based research:
creating and studying at the
same time in collaboration
pedagogues and children
• User-driven and co-creative
development: creating frames
for the children’s own creative
experiments
• Process-oriented: both
development and use
practices are rooted in play
activities (not in end-results:
something to watch or show)
ForskerenPædagogen
Børnene
iPads decides
Pedagogues decides Children decides
Intended use vs creative use
Skepticism vs open-mindedness Habits vs creativity
Appropriating possibilities Challenging possibilities
Eye level
deve-
lopment
Appropriating the media technology
• Beyond the analogue-
digital divide:
• the iPad is just another
creative tool (like paper,
colors, clay...), it is just
another tool for play
(like LEGO bricks) and
may be combined with
other 'play technolo-
gies'.
Role of the media
• 1st degree media play: media as content,
language, discourse, aesthetic format create
starting point for creating play (not just
reproduction: reshaping, transforming,
combining to be appropriated by play)
• 2nd degree media play: media (media
technology) functioning as basis for play: the
media as toys, as creative objects with specific
affordances to be included in the play activity.
Kjetil Sandvik: 1st and 2nd degree media play:
the role and meaning of media in children's
play, 2009
© Klaus Thestrup, Aarhus University
Steps in the smart city at eye level
process: creating new practices
• Learning and exploring
(controlled by
pedagogues): to get
acquainted to the iPad, to
see its possibilities etc. It
is important with
planning and well-defined
frames for all to feel
comfortable (both
pedagogues and children)
Steps in the smart city at eye level
process: creating new practices
• Setting the iPad free
(controlled by both
pedagogues and
children): to improvise
and use the iPad in
impulsive ways, letting
children teach children,
insisting on process, not
product oriented
Steps in the smart city at eye level
process: creating new practices
• iPad fully integrated in
children's play (control-
led by children): iPads are
used for play, iPads are
inspiring play (maybe
even without being
physically present in the
play activity: moving like
in 'reverse camera',
imagining landscapes as if
using 'green screen' etc.)
Concluding remarks
• It is not a matter of replacing top-down with bottom-
up
• Eye-level strategies are about finding a common
ground for collaboration between developers, policy
makers (the ones setting the frames, like the
pedagogues in a daycare institution) and citizens co-
creatively creating and engaging in new practices (like
the children in the daycare institution)
• Focuses on the importance of process, of open-
mindedness towards change, and on key operating
modes like participation, collaboration and co-creation

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Børn som-digitale-verdensborgere

  • 1. Børn som digitale verdensborgere Oplæg for satsningsområdet ’Børn, Medier og Kultur’ 19. maj 2015 Kjetil Sandvik, lektor, Institut for Medier, Erkendelse og Formidling, KU
  • 2. Projektet • Forskning i og praksisnær afdækning af digitale redskabers betydning for børns udvikling og læring (KL og Ministeriet for Børn, Ligestilling, Integration og Sociale forhold) • Delprojekt: Dannelse i en digital og global verden – digitale redskaber skal understøtte barnets lærings- og dannelsesproces
  • 3. Deltagere • Forskerteam (Klaus Thestrup, Carsten Jessen, Kjetil Sandvik) • Laboratorium-facilitatorer (pædagoger med stor erfaring i medieleg, dvs. anvendelse af (digitale) medier som legeredskaber og pædagogisk værktøj) • Netværk af kommuner og daginstitutioner (repræsentanter for eksisterende praksis, deltagere i udvikling af nye praksisser) • Formidlings-enhed (Videncenter for Intergration, Vejle)
  • 4. Kortlægning af digitale strategier for daginstitutions området i netværkets kommuner Kortlægning af eksisterende praksis i netværkets daginsti- tutioner Eksperimenterende udvikling af nye praksisser i samarbejde med børn og pædagoger fra netværkets daginstitutioner. Lab 1: Børn som med-producenter (udvikling ’i øjenhøjde’ med børnene) Lab 2: Nye former for kommunikation Lab 3: Børnehaven midt i verden Bearbejdning og formidling af indsamlet data og resultater af laboratorier internt netværket. Udarbejdning af slutrapport.
  • 5. Den større ramme: Meaning Across Media • Delprojekt: Co-creating smart cities: cross-media communication in the public sector (bruger-centreret tilgang til anvendelse af digital teknologi indenfor forskellige områder (bl.a. daginstitutions- området) • Towards a concept of ‘smart city at eye level’ • Challenging the technology-centric approach • Specific cross media approach: humans first combined/augmented with other types of media. – Museums: creating participatory and co-creative audience experiences – Learning: creating post-graduate programs in collaboration with users: customized, adaptable to work situation – Play: creating digital media practices with and for children
  • 7. Next Practice Lab: methods • Action based research: creating and studying at the same time in collaboration pedagogues and children • User-driven and co-creative development: creating frames for the children’s own creative experiments • Process-oriented: both development and use practices are rooted in play activities (not in end-results: something to watch or show) ForskerenPædagogen Børnene
  • 8. iPads decides Pedagogues decides Children decides Intended use vs creative use Skepticism vs open-mindedness Habits vs creativity Appropriating possibilities Challenging possibilities Eye level deve- lopment
  • 9. Appropriating the media technology • Beyond the analogue- digital divide: • the iPad is just another creative tool (like paper, colors, clay...), it is just another tool for play (like LEGO bricks) and may be combined with other 'play technolo- gies'.
  • 10. Role of the media • 1st degree media play: media as content, language, discourse, aesthetic format create starting point for creating play (not just reproduction: reshaping, transforming, combining to be appropriated by play) • 2nd degree media play: media (media technology) functioning as basis for play: the media as toys, as creative objects with specific affordances to be included in the play activity. Kjetil Sandvik: 1st and 2nd degree media play: the role and meaning of media in children's play, 2009
  • 11. © Klaus Thestrup, Aarhus University
  • 12. Steps in the smart city at eye level process: creating new practices • Learning and exploring (controlled by pedagogues): to get acquainted to the iPad, to see its possibilities etc. It is important with planning and well-defined frames for all to feel comfortable (both pedagogues and children)
  • 13. Steps in the smart city at eye level process: creating new practices • Setting the iPad free (controlled by both pedagogues and children): to improvise and use the iPad in impulsive ways, letting children teach children, insisting on process, not product oriented
  • 14. Steps in the smart city at eye level process: creating new practices • iPad fully integrated in children's play (control- led by children): iPads are used for play, iPads are inspiring play (maybe even without being physically present in the play activity: moving like in 'reverse camera', imagining landscapes as if using 'green screen' etc.)
  • 15. Concluding remarks • It is not a matter of replacing top-down with bottom- up • Eye-level strategies are about finding a common ground for collaboration between developers, policy makers (the ones setting the frames, like the pedagogues in a daycare institution) and citizens co- creatively creating and engaging in new practices (like the children in the daycare institution) • Focuses on the importance of process, of open- mindedness towards change, and on key operating modes like participation, collaboration and co-creation