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Pedagogical and Didactical Reflections about the application of the digitally enhanced learning environment ActiveFloor for children
Journal article   Open access   Peer reviewed

Pedagogical and Didactical Reflections about the application of the digitally enhanced learning environment ActiveFloor for children

Q-Times webmagazine, Vol.XVII(4), pp.195-208
XVII
2025
Handle:
https://hdl.handle.net/10863/50950

Abstract

Digital Games Learning environments Phenomenological vignette research Didactical Implications
Learning through play is essential in early childhood and primary education. Digital games employ motivational strategies and create ludic spaces. One example is ActiveFloor, an educational technology (EdTech), which allows children to physically interact with projected learning games. In a pilot project, we evaluated its didactic potential by phenomenological vignettes. By interpreting these condensed narratives in so-called vignette-readings, we analysed didactical challenges regarding children’s creativity and teachers’ group management activities. We present conclusions based on one vignette-example and discuss opportunities and limitations of the digital game and its use in educational contexts.
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