Activités créatives et sociales dans Minecraft: comment un jeu vidéo est mobilisé dans une démarche sociale d'alphabétisation numérique
DOI :
https://doi.org/10.51657/975h8654Mots-clés :
objets numériques, les pairs, jeux numériques, culture numériqueRésumé
Bien que l'intérêt pour la culture numérique des enfants dans l'éducation de la petite enfance soit en hausse, la recherche a jusqu'à présent accordé une attention limitée à leur culture numérique dans des contextes informels. Notre question de recherche est la suivante : quelles sont les implications sociales et en termes de littératie numérique de l'activité informelle des enfants dans les jeux numériques ? En nous inspirant de la théorisation socio-matérielle ainsi que du travail de Rogoff (2014), nous explorons l'activité sociale de création dans les environnements virtuels. Dans notre étude de cas, nous identifions deux dimensions principales : les ressources pour créer des objets numériques et le statut social des objets numériques. L'interaction entre le monde matériel et virtuel révèle la richesse des dialogues entre les acteurs et les objets, à la fois à l'intérieur et à l'extérieur des jeux, suggérant de nouveaux modes de jeu et d'engagement avec la réalité.
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© Maria Antonietta Impedovo 2024
Cette œuvre est sous licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International.