The relations between play and learning in digital environments: the significance of motives and demands

M. Fleer
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引用次数: 1

Abstract

Although a great deal has been written about children's play, less attention has been directed to the relations between play and learning in digital environment (e.g. Falloon, 2013; Kennewell and Morgan, 2006). What we do know is that much of the research into play and learning in the early years has been conceptualized from a maturational point of view (e.g. Roopnarine, 2011) and this view of development appears to also underpin the design process in digital contexts (e.g Giest, 2012; Parette, Quesenberry and Blum, 2010), even though other perspectives are being introduced (e.g. Iversen and Brodesen, 2008). What has dominated the longstanding theories of play has been a theory of development that focuses on predetermined stages or milestones. Central to this conceptualization of development has been the age of the child. That is, age determines what kind of play might be expected or what might develop. In this reading, age determines when and how children play (e.g. object play, solitary play, parallel play, fantasy play, see Pellegrini, 2011 for an overview). Much of this thinking tends to consider play and development as universal, intrinsic to the child, biologically deterministic, and unfolding in predictable ways. But what has been absent from these theories of development is how play and learning are related within digital environments. It is argued in this presentation that theories of play and development that are conceptualised in relation to milestones are not helpful for understanding how new settings such as digitally interactive environments afford new ways of playing and learning. What we know is that the virtual play of young children appears to invite a new kind of play (e.g. AlbinClark, Howard and Anderson, 2011; Marsh, 2010; Singer and Singer, 2005), creating new demands upon children, and developing new motives that need to be better understood. What is not known is how digital contexts actually create these demands on children's play and learning in everyday preschool settings and what this affords for children's development. To capture the demands and motives for play and learning in these simultaneously virtual and concrete settings, I draw upon culturalhistorical theory as first introduced by Vygotsky.
数字环境下游戏与学习的关系:动机与需求的意义
虽然有很多关于儿童游戏的文章,但很少有人关注数字环境中游戏与学习之间的关系(例如Falloon, 2013;Kennewell and Morgan, 2006)。我们所知道的是,许多关于早期游戏和学习的研究都是从成熟的角度概念化的(如Roopnarine, 2011),这种发展观点似乎也支持了数字环境下的设计过程(如Giest, 2012;Parette, Quesenberry和Blum, 2010),尽管其他观点正在被引入(例如Iversen和Brodesen, 2008)。长期以来主导游戏理论的是一种关注预定阶段或里程碑的发展理论。这种发展概念的核心是儿童的年龄。也就是说,年龄决定了什么样的游戏可以被期待,什么样的游戏可以发展。在这篇阅读中,年龄决定了儿童何时以及如何玩耍(例如,对象游戏、单独游戏、平行游戏、幻想游戏,参见Pellegrini, 2011年的概述)。这种想法倾向于认为游戏和发展是普遍的、儿童固有的、生物确定性的,并以可预测的方式展开。但是这些发展理论中缺少的是在数字环境中玩耍和学习是如何联系在一起的。本文认为,与里程碑相关的游戏和发展理论无助于理解数字互动环境等新环境如何提供新的游戏和学习方式。我们所知道的是,幼儿的虚拟游戏似乎会引发一种新的游戏(例如AlbinClark, Howard and Anderson, 2011;沼泽,2010;Singer and Singer, 2005),对孩子提出了新的要求,并发展了需要更好理解的新动机。目前尚不清楚的是,数字环境实际上是如何对儿童在日常学前环境中的游戏和学习产生这些要求的,以及这对儿童的发展有何影响。为了在这些虚拟和具体的环境中捕捉游戏和学习的需求和动机,我借鉴了维果茨基首先介绍的文化历史理论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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