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dc.contributor.authorChappell, KA
dc.contributor.authorWalsh, C
dc.contributor.authorKenny, K
dc.contributor.authorWren, H
dc.contributor.authorSchmoelz, A
dc.contributor.authorStouraitis, E
dc.date.accessioned2017-09-22T09:48:20Z
dc.date.issued2017-07-31
dc.description.abstractThis 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 C2Learn, 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 C2Learn, 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 across the 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 C2Learn's unique VLE or C2Space, 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.en_GB
dc.description.sponsorshipTheC2Learn project has been supported by the EuropeanCommission through the Seventh Framework Programme (FP7), under grant agreement no. 318480 (November 2012 – October 2015).en_GB
dc.identifier.citationVol. 7 (4), pp. 50-72en_GB
dc.identifier.doi10.4018/IJGBL.2017100103
dc.identifier.urihttp://hdl.handle.net/10871/29475
dc.language.isoenen_GB
dc.publisherIGI Global for Information Resources Management Associationen_GB
dc.rightsCopyright © 2017, IGI Global.en_GB
dc.subjectC2Learnen_GB
dc.subjectCo-creativityen_GB
dc.subjectDigital Gamingen_GB
dc.subjectGameful Designen_GB
dc.subjectSocial Networkingen_GB
dc.subjectWise Humanising Creativityen_GB
dc.titleWise Humanising Creativity: Changing How We Create in a Virtual Learning Environmenten_GB
dc.typeArticleen_GB
dc.identifier.issn2155-6849
dc.descriptionThis is the final version of the article. Available from IGI Global via the DOI in this record.en_GB
dc.identifier.journalInternational Journal of Game-Based Learningen_GB


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