Students’ Collective Creativity while Co-Constructing
Digital Games on the Idea of Sustainable City
Eirini Tsouma, tsouma_e@hotmail.com
Educational Technology Lab, Dept of
Pedagogy, School of Philosophy, University of Athens
Maria Daskolia, mdaskol@ppp.uoa.gr
Environmental Education Lab, Dept of
Pedagogy, School of Philosophy, University of Athens
Abstract
The study reported here presents a
work-in-progress focusing on how students’ engagement with playing,
de-constructing and constructing digital games microworlds on the idea of
sustainable city was used as a means for fostering collective creativity.
Keywords
Constructionism, collective
creativity, sustainability, sustainable city, digital game design
Rationale and Context of our Study in
Brief
Digital game play, design and construction
are acknowledged as important contexts for collective creative engagement and
production. From the Vygotskian view highlighting children’s social play as an important condition for
the development of their imagination, to current theorising pointing out
digital game literacy as contributing to the enhancement of digital wisdom,
creativity is identified, although not explicitly, as an inherent dimension of
game play processes. However, it is the constructionist school of thought (Kafai,
1995; Resnick, 2007) that extended the creative potential of children’s
engagement with digital games from sole game playing to game design and
construction. Collaboration among members of a group being involved in playing,
designing and creating their own digital games is argued to enhance collective
creativity.
Design-based research was used as the
method format of the study. The game microworlds that were collaboratively
created show a varying degree of imaginative thinking production. Our analysis
aims to illustrate how constructionist activity can enhance the students’
collective creativity both in terms of acquiring game design skills and on
developing a better awareness of the sustainability concept. The study is part
of the Metafora project, a 3-year EU-funded project.
References
Kafai, Y. (1995). Minds in Play:
Computer Game Design As A Context for Children's Learning. Lawrence Erlbaum Associates.
Resnick, M. (2007). All I Really Need
to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in
Kindergarten. Proceedings of the SIGCHI Conference on Creativity and
Cognition. Washington, D.C.