Young Children's Play Practices with Digital Tablets Playful Literacy
This book focuses on how young children play and have fun while indulging in digital worlds, discovering and problem-solving with a variety of narratives and interfaces encountered on these digital playgrounds. These playful encounters are richer experiences than one might expect. Through engaging w...
Autor principal: | |
---|---|
Formato: | Electrónico |
Idioma: | Inglés |
Publicado: |
Bingley :
Emerald Publishing
2019
2019. |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009437904706719 |
Tabla de Contenidos:
- Front Cover
- Young Children's Play Practices with Digital Tablets
- Copyright Page
- Contents
- List of Images
- List of Figures
- List of Tables
- About the Author
- Preface
- Disclaimer
- Acknowledgements
- Chapter 1 Introduction
- Chapter 2 Play, Lege and Asobu: How the Concept of Play Is Defined in Danish and Japanese Contexts
- 2.1. Denmark and Japan
- 2.2. Lege and Asobu
- 2.3. Børnehave and Hoikuen
- 2.3.1. Denmark
- 2.3.2. Japan
- 2.3.3. Denmark and Japan
- 2.3.4. Description of Preschools
- 2.3.4.1. Preschool A
- 2.3.4.2. Preschool B
- 2.3.4.3. Preschool C
- 2.3.4.4. The Set-up
- 2.3.4.5. Preschools and Technology
- 2.4. What Do I Mean When I Write...
- 2.5. Chapter Overview
- Chapter 3 Literacies, Play and Experience: The Need to Bridge Distinct Disciplines
- 3.1. A Glance at the Chapter
- 3.2. Digital Literacies
- 3.3. Play
- 3.3.1. Play and Playfulness
- 3.3.2. Digital Spaces
- 3.4. Digital Literacies and Play
- 3.5. A Note about Knowledge and Experience
- 3.6. Chapter Overview
- Chapter 4 Making Sense of Play: Transforming Actions into Words
- 4.1. Choosing Where to Start
- 4.2. Deciding on the What and How
- 4.3. Looking at Hands to Discover Play
- 4.3.1. Some Considerations and Limitations of the Research Design
- 4.4. Coding Experiences
- 4.5. The Context of the Hands
- 4.5.1. A Slice of Data
- 4.5.2. Coding and Decoding Codes
- 4.5.3. Codes Overview
- 4.6. Chapter Overview
- Chapter 5 The Digital Play Experience Taxonomy (DPET): Mapping and Categorising the Digital Play Experience
- 5.1. Why Tablet Play and Not Tablet Use
- 5.2. Taxonomy of Tablet Play or The Digital Play Experience Taxonomy
- 5.2.1. Vocabulary
- 5.2.2. Design
- 5.2.3. Play
- 5.2.4. Interaction
- 5.2.5. Attachment
- 5.3. Intertwining the Taxonomy Categories
- 5.4. Chapter Overview.
- Chapter 6 Penmanship and Hyper-intertextuality Shaping Playful Literacy
- 6.1. Digital Penmanship
- 6.2. Multimodal Hyper-intertextuality
- 6.3. Playful Literacy
- 6.4. Further Perspectives
- 6.5. Chapter Overview
- Conclusion
- C.1. Digital Devices As a New Material
- C.2. Some Final Considerations
- References
- Index.