Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment

Kerry Chappell, Christopher S. Walsh, Heather Wren, Karen Kenny, Alexander Schmölz, Elias Stouraitis
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引用次数: 6

Abstract

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 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.
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智慧的人性化创造力:改变我们在虚拟学习环境中的创造方式
本文探讨了一种特殊的创造力概念:“明智的人性化创造力”(WHC)如何在儿童和年轻人的虚拟学习环境(VLE)中体现出来。它报告了C2Learn的成果,这是一个由欧盟委员会资助的为期三年的项目,该项目引入了创新的数字游戏活动,以促进玩家之间的共同创造力。从理论上讲,本文建立在先前的工作基础上,该工作概念化了在VLEs以及其他教育背景下WHC的潜力。在C2Learn内部,有人认为世界儿童大会是对过度市场化、竞争性的创意概念的一种解毒剂,也有人认为世界儿童大会支持一种观点,即儿童和青少年在数字环境中是有能力的,而不是“处于危险之中”。本文特别关注该项目在英国、希腊和奥地利的小学和中学阶段的最终试点结果。这项研究采用了为该项目量身定制的共同创造力评估方法。为了记录WHC,该方法选择通过定性方法来证明生活经验的发展,包括教师和学生访谈、实地记录、视频捕捉、观察和学生自我评估工具。本文阐述了WHC如何体现在C2Learn独特的VLE或C2Space中,以及它在数字环境中发展对创造力更细微理解的潜力。然后,它继续认为WHC是一个有用的概念,可以改变我们在VLEs中创造的方式,以及对教育未来辩论和更广泛地理解教育创造力作为一个较少市场化和更多道德驱动的概念的含义。
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