Analyzing the socioenactive dimensions of creative learning environments with preschool children

Marleny Luque Carbajal, M. Cecília C. Baranauskas
{"title":"Analyzing the socioenactive dimensions of creative learning environments with preschool children","authors":"Marleny Luque Carbajal, M. Cecília C. Baranauskas","doi":"10.1145/3424953.3426510","DOIUrl":null,"url":null,"abstract":"Several published papers discuss how to encourage creativity in the classroom. An emerging concept is creative learning, which attempts to understand, experiment, and define methodologies and learning environments designed to promote creativity. Enaction theorists, a new thread of cognitive science, understand that cognition and creativity always emerge through real-time interaction with the environment and other agents in that environment. Socioenactive systems are extensions to the enactive system concept, bringing attention to socio-cultural values in the dynamic coupling of the human (through the body senses) and technology. This work aims to explore and understand the creative process of preschool children during their interaction with a tangible programming environment (TaPrEC+mBot) that allows programming of a robot car by arranging wooden blocks. The analysis draws on the physical, digital, and social dimensions of socioenactive systems. The results show that the children felt especially involved through their bodies and engaged in the activity of creating their own programming scenario. They also suggest that the children's reasoning and behavior seem to be connected or influenced by their body movements and their physical, social and digital experience and interaction with the tangible programming environment.","PeriodicalId":102113,"journal":{"name":"Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems","volume":"8 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3424953.3426510","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

Abstract

Several published papers discuss how to encourage creativity in the classroom. An emerging concept is creative learning, which attempts to understand, experiment, and define methodologies and learning environments designed to promote creativity. Enaction theorists, a new thread of cognitive science, understand that cognition and creativity always emerge through real-time interaction with the environment and other agents in that environment. Socioenactive systems are extensions to the enactive system concept, bringing attention to socio-cultural values in the dynamic coupling of the human (through the body senses) and technology. This work aims to explore and understand the creative process of preschool children during their interaction with a tangible programming environment (TaPrEC+mBot) that allows programming of a robot car by arranging wooden blocks. The analysis draws on the physical, digital, and social dimensions of socioenactive systems. The results show that the children felt especially involved through their bodies and engaged in the activity of creating their own programming scenario. They also suggest that the children's reasoning and behavior seem to be connected or influenced by their body movements and their physical, social and digital experience and interaction with the tangible programming environment.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
学龄前儿童创造性学习环境的社会活动维度分析
几篇已发表的论文讨论了如何在课堂上鼓励创造力。一个新兴的概念是创造性学习,它试图理解、实验和定义旨在促进创造力的方法和学习环境。作为认知科学的一个新分支,行为理论家认为,认知和创造力总是通过与环境和环境中其他主体的实时互动而产生的。社会活动系统是对活动系统概念的扩展,将注意力集中在人类(通过身体感官)和技术的动态耦合中的社会文化价值上。这项工作旨在探索和理解学龄前儿童在与有形编程环境(TaPrEC+mBot)互动时的创造过程,该环境允许通过排列木块对机器人汽车进行编程。该分析利用了社会活动系统的物理、数字和社会维度。结果表明,孩子们通过他们的身体感受到特别的参与,并参与到创造自己的编程场景的活动中。他们还认为,孩子们的推理和行为似乎与他们的身体运动、他们的身体、社会和数字体验以及与有形编程环境的互动有关或受其影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
UX trek: a post-interaction journey from immersive experience logs Possibilities for the digital literacy of the older people in times of social distancing App coronavírus-SUS: an evalution using the ergonomic criteria of usability Beauty tech nails: towards interaction and functionality ChartVision
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1