想象力在批判性数字素养中的社会文化角色

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH Pedagogies Pub Date : 2021-04-03 DOI:10.1080/1554480X.2021.1914056
C. Lewis, Anne Crampton, Cassandra Scharber
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引用次数: 2

摘要

本文讨论了游戏和想象力在三种城市环境中的作用:ELA教室、基于公民参与的社区组织和图书馆环境中的数字学习实验室。我们利用想象力的社会文化理论来表明,所有的支持和限制的设置有助于什么可以想象。研究发现,这三种情境都具有以下以游戏和想象为基础的参与的总体维度:社会行动者有行动和转换符号和关系的代理,并以改变问题空间和他们作为意义制造者的位置的方式修改环境;此外,意外意义的出现是在人、工具和人工制品的相互作用中发展起来的。这些设置还指出了与其他设置条件相关的游戏和想象性质的差异。为了确定这些条件,我们开发了一个活动系统观察协议,该协议允许我们分析活动组件,如对象、行动和交互的规范、工具使用、劳动分配和社区组织。我们发现,每个场景的目标或目的都与游戏和想象力在其中的运作方式紧密相关。
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The sociocultural role of imagination in critical digital literacy
ABSTRACT This article discusses the role of play and imagination in three urban settings: an ELA classroom, a community organization grounded in civic participation, and a digital learning lab in a library setting. We draw on sociocultural theories of imagination to show that all of the affordances and constraints of the settings contribute to what could be imagined. All three settings were found to share the following overarching dimensions of engagement grounded in play and imagination: social actors have agency to act and transform signs and relationships as well as modify contexts in ways that change the problem space and their positions as meaning-makers; moreover, the emergence of unexpected meaning is developed in interactions of people, tools, and artifacts. The settings also point to differences in the nature of play and imagination related to other conditions of the setting. To determine these conditions, we developed an Activity System Observation Protocol that allowed us to analyze activity components such as objects, norms for action and interaction, tool use, distribution of labor, and the organization of community. We found that the object or purpose of each setting was integrally related to how play and imagination functioned in each.
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来源期刊
Pedagogies
Pedagogies EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
2.10
自引率
0.00%
发文量
25
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