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dc.contributor.authorKankaanranta, Marja
dc.contributor.authorKoivula, Merja
dc.contributor.authorLaakso, Marja-Leena
dc.contributor.authorMustola, Marleena
dc.contributor.editorMa, Minhua
dc.contributor.editorOikonomou, Andreas
dc.date.accessioned2019-12-31T10:21:56Z
dc.date.available2019-12-31T10:21:56Z
dc.date.issued2017
dc.identifier.citationKankaanranta, M., Koivula, M., Laakso, M.-L., & Mustola, M. (2017). Digital Games in Early Childhood : Broadening Definitions of Learning, Literacy, and Play. In M. Ma, & A. Oikonomou (Eds.), <i>Serious Games and Edutainment Applications. Volume II</i> (pp. 349-367). Springer International Publishing. <a href="https://doi.org/10.1007/978-3-319-51645-5_16" target="_blank">https://doi.org/10.1007/978-3-319-51645-5_16</a>
dc.identifier.otherCONVID_26900795
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/67062
dc.description.abstractDigital games attract children and young people with imaginary worlds, fascinating stories, and shared experiences with peers. They also can add children’s learning and motivation and offer a variety of new affordances to explore and play with. The pedagogical use of digital games has been found to potentially intensify a more critical use and understanding of varied forms of media. In this chapter, we will focus on analyzing the role of digital games in early childhood, especially from the perspectives of learning, literacy, and play. This chapter examines digital games as playing an essential role in young children’s overall technology experiences, particularly in the context of the social dynamics of families and children’s other close communities. In our mind, the analysis of young children’s learning while they are engaged in digital games in informal contexts furthers our understanding of the potential of game-based learning in formal early childhood education settings.fi
dc.format.extent702
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherSpringer International Publishing
dc.relation.ispartofSerious Games and Edutainment Applications. Volume II
dc.rightsIn Copyright
dc.subject.otherleikki
dc.subject.otherplay
dc.titleDigital Games in Early Childhood : Broadening Definitions of Learning, Literacy, and Play
dc.typebook part
dc.identifier.urnURN:NBN:fi:jyu-201912315534
dc.contributor.laitosKasvatustieteiden ja psykologian tiedekuntafi
dc.contributor.laitosKasvatustieteiden laitosfi
dc.contributor.laitosKoulutuksen tutkimuslaitosfi
dc.contributor.laitosFaculty of Education and Psychologyen
dc.contributor.laitosDepartment of Educationen
dc.contributor.laitosFinnish Institute for Educational Researchen
dc.contributor.oppiaineVarhaiskasvatusfi
dc.contributor.oppiaineEarly Childhood Educationen
dc.type.urihttp://purl.org/eprint/type/BookItem
dc.date.updated2019-12-31T10:15:13Z
dc.relation.isbn978-3-319-51643-1
dc.type.coarhttp://purl.org/coar/resource_type/c_3248
dc.description.reviewstatuspeerReviewed
dc.format.pagerange349-367
dc.type.versionacceptedVersion
dc.rights.copyright© Springer International Publishing AG 2017
dc.rights.accesslevelopenAccessfi
dc.type.publicationbookPart
dc.subject.ysodigitaaliset pelit
dc.subject.ysovarhaislapsuus
dc.subject.ysooppiminen
dc.subject.ysolukutaito
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p18627
jyx.subject.urihttp://www.yso.fi/onto/yso/p2945
jyx.subject.urihttp://www.yso.fi/onto/yso/p11405
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.1007/978-3-319-51645-5_16
dc.type.okmA3


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