2017
DOI: 10.1016/j.entcom.2017.04.002
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Entertainment, engagement, and education: Foundations and developments in digital and physical spaces to support learning through making

Abstract: Making is a relatively new concept applied to describe the increasing attention paid to constructing activities to enable entertaining, and engaging learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities such as problem solving, design thinking, collaboration, and innovation, to name a few. Contemporary technical and infrastructural developments, such as Hackerspaces, Makerspaces, TechShops, and FabLabs, and the appearan… Show more

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Cited by 23 publications
(8 citation statements)
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“…Notably, the use of visual digital technologies in design tasks has gained acceptance amongst educational researchers and instructors (Zahn, 2017), as demonstrated by hypermedia applications – for example – for biology and history classes (Zahn, Krauskopf, et al, 2010), video game development in the medical field (Khalili et al, 2011). Video content creation and interaction between the product and its users engender cognitive and social activities that enhance competencies such as design and problem‐solving awareness, critical thinking, teamwork, and time management (Giannakos et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Notably, the use of visual digital technologies in design tasks has gained acceptance amongst educational researchers and instructors (Zahn, 2017), as demonstrated by hypermedia applications – for example – for biology and history classes (Zahn, Krauskopf, et al, 2010), video game development in the medical field (Khalili et al, 2011). Video content creation and interaction between the product and its users engender cognitive and social activities that enhance competencies such as design and problem‐solving awareness, critical thinking, teamwork, and time management (Giannakos et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…The process is called the creative process. At the same time, the aesthetic experience is the experience felt by the connoisseur of an aesthetic work (in the sense of beauty) (Giannakos et al, 2017;M. B. T. Sampurno, 2017;T.…”
Section: The Steam Approachmentioning
confidence: 99%
“…When supported by appropriate means, such as digital fabrication tools, makerspaces can be seen as powerful and exciting learning environments engaging users in creative activities [66]. As a learning environment, makerspaces provide opportunities for people to express themselves, thus enhancing the possibility of producing creative solutions.…”
Section: Fostering Creativity Through Motivational and Inspiring Lear...mentioning
confidence: 99%