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Make-believe play with the Internet of Toys: A case for multimodal playscapes
British Journal of Educational Technology ( IF 5.268 ) Pub Date : 2021-05-16 , DOI: 10.1111/bjet.13110
Ioanna Palaiologou 1 , Sarika Kewalramani 2 , Maria Dardanou 3
Affiliation  

This study examines whether the Internet of Toys (IoToys) (de)limits children's make-believe play and whether the functionality and manipulatives offered by the IoToys serve as motivational pleasure (tactile, virtual and visual) for children to engage in make-believe play. Combining Piagetian and Vygotskian ideas of play as a unity of cognition and social context, we consider IoToys as a motivational conduit for children's symbolic actions that leads to make-believe play. Qualitative methodology was employed using observations of young children at home when interacting with IoToys (total n = 10 families) from England (n = 5 families) and Australia (n = 5 families). Data showed that children's interaction does not limit the development of their make-believe play as they engage in imitation schemata and create imaginative situations within and beyond the intended pre-programmed functions of the IoToy. To conclude, it is argued that instead of differentiating virtual and physical play, we should (re)think play with multimodal playscape lenses.

中文翻译:

玩具互联网的虚构游戏:多模式游戏场景的案例

本研究调查了玩具互联网 (IoToys) (de) 是否限制了儿童的假想游戏,以及 IoToys 提供的功能和操作是否可以作为儿童参与假想游戏的动机愉悦(触觉、虚拟和视觉) . 结合皮亚杰和维果茨基的游戏理念,作为认知和社会背景的统一体,我们将 IoToys 视为儿童象征性行为的激励渠道,从而导致假想游戏。定性的方法与IoToys交互(总使用时,幼儿的观察在家中使用ñ 英格兰(= 10个家庭)ñ  = 5个科)和澳大利亚(ñ = 5 个家庭)。数据显示,儿童的互动不会限制他们虚构游戏的发展,因为他们参与模仿图式并在 IoToy 的预期预编程功能内外创造想象情境。总而言之,有人认为,与其区分虚拟和物理游戏,我们应该(重新)思考多模式游戏场景镜头的游戏。
更新日期:2021-05-16
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