ERIC Number: EJ1155792
Record Type: Journal
Publication Date: 2017
Pages: 23
Abstractor: As Provided
ISBN: N/A
ISSN: ISSN-2155-6849
EISSN: N/A
Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment
Chappell, Kerry; Walsh, Chris; Wren, Heather; Kenny, Karen; Schmoelz, Alexander; Stouraitis, Elias
International Journal of Game-Based Learning, v7 n4 p50-72 2017
This article interrogates how a particular conception of creativity: "wise humanising creativity" (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C[superscript 2]Learn, a three-year European Commission funded project which introduced innovative digital gaming activities to foster co-creativity in the VLE between players. Theoretically the paper builds on previous work, which has conceptualised the potential for WHC within VLEs, as well as other educational contexts. Within C[superscript 2]Learn, arguments have been made for WHC as an antidote to overly-marketised, competitive notions of creativity, as well as for WHC supporting a view of childhood and youth as empowered--rather than "at risk"--within digital environments. In particular, this paper focuses on outcomes of the project's final piloting in England, Greece and Austria acrossthe primary and secondary age ranges. This research employed a bespoke co-creativity assessment methodology developed for the project. In order to document WHC, this methodology opted to evidence developments in lived experience via qualitative methods including teacher and student interviews, fieldnotes, video capture, observation and student self-assessment tools. The paper articulates how WHC manifests in C[superscript 2]Learn's unique VLE or C[superscript 2]Space, and its potential to develop more nuanced understandings of creativity across digital environments. It then goes on to consider WHC as a useful concept for changing how we create within VLEs, and the implications for educational futures debates and wider understanding of creativity in education as a less marketised and more ethically driven concept.
Descriptors: Virtual Classrooms, Creativity, Computer Games, Educational Games, Program Effectiveness, Elementary School Students, Secondary School Students, Qualitative Research, Elementary School Teachers, Secondary School Teachers, Foreign Countries, Pilot Projects, Cooperation
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Publication Type: Journal Articles; Reports - Research
Education Level: Elementary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers - Location: United Kingdom (England); Greece; Austria
Grant or Contract Numbers: N/A