Skip to main content

Play Platforms for Children’s Creativity

  • Chapter
Creativity in the Digital Age

Abstract

Children’s imagination and their natural need for exploration and discovery can be stimulated when they are in contact with rich contexts and environments (Van Scoter et al. 2001; Van Scoter 2008); this inherent tendency offers an enormous opportunity for researchers and designers to develop tools that unleash children’s potential, involving them in creating meaningful projects (Papert 1993). Research on this field has highlighted that well-design technological tools for children need to be compelling, support exploration, encourage creativity, develop curiosity and promote interaction and collaboration with peers while being simple and intuitive to use (Plowman et al. 2012; Resnick et al. 2005; Resnick and Silverman 2005).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The term digital manipulatives has been coined by Resnick and the lifelong kindergarten at the MIT Media Laboratory, Cambridge, MA, referring to a new generation of computationally enhanced manipulative materials that enable children to interact with digital information (Resnick et al. 1998). In the scope of this work, we will use the terms digital manipulatives, tangible user interfaces (TUIs), or tangible systems as synonyms.

  2. 2.

    http://www.prweb.com/releases/2013/11/prweb11342067.htm

  3. 3.

    Wizard of Oz defines a technique in which users interact with a technological system that they believe to be autonomous but which is actually being operated or partially operated by a person who simulates the system responses to the user’s input.

  4. 4.

    Processing: http://www.processing.org/

  5. 5.

    9th International Conference on Advances in Computer Entertainment Technology http://aceconference.tumblr.com

References

  • ACE (2012) International conference on advances in computer entertainment technology. http://aceconference.tumblr.com

  • Ananny M (2001) Telling tales: a new toy for encouraging written literacy through oral storytelling. In: Proceedings of the Biennale Conference Society for Research in Child Development, Minneapolis

    Google Scholar 

  • Anderson T, Shattuck J (2012) Design-based research: a decade of progress in education research. Educ Res 41(1):16–25

    Article  Google Scholar 

  • Antle AN, Wise AF, Nielsen K (2011) Towards Utopia: designing tangibles for learning. In: Proceedings of the international conference on interaction design and children. ACM Press, New York, pp 11–20

    Chapter  Google Scholar 

  • Brosterman N (1997) Inventing kindergarten. Harry N. Adams Inc., New York

    Google Scholar 

  • Bruner JS (1966) Towards a theory of instruction. Belknap/Harvard, Cambridge/London

    Google Scholar 

  • Budd J, Madej K, Stephens-wells J, De Jong J, Katzur E, Mulligan L (2007) PageCraft: learning in context a tangible interactive storytelling platform to support early narrative development for young children. In: Proceedings of the 6th IDC international conference on interaction design and children. ACM Press, New York, pp 97–100

    Chapter  Google Scholar 

  • Buur J, Soendergaard A (2000) Video card game: an augmented environment for user centred design discussions. In: Proceedings of DARE. ACM Press, New York, pp 63–69

    Google Scholar 

  • Cassel J (2004) Towards a model of technology and literacy development: story listening systems. J Appl Dev Psychol 25:75–105

    Article  Google Scholar 

  • Cassell J, Ryokai K (2001) Making space for voice: technologies to support children’s fantasy and storytelling. J Pers Technol 5(3):203–224

    Google Scholar 

  • Cheok A, Nijholt A, Romão T (eds) (2014) Entertaining the whole world. Human–computer interaction series 2014. Springer, doi: 10.1007/978-1-4471-6446-3

  • Chisik Y, Antle A, Birtles B, Márquez E, Sylla C (2014) The Kathmandu children entertainment workshops. In: Nijholt A, Romão T, Reidsma D (eds) Entertaining the whole world. Human–computer interaction series 2014. Springer, pp 5–21. doi: 10.1007/978-1-4471-6446-3

  • Collins F (1999) The use of traditional storytelling in education to the learning of early literacy skills. Early Child Dev Care 152(1):77–108

    Article  Google Scholar 

  • Djajadiningrat WS, Frens J, Overbeeke K (2004) Tangible products: redressing the balance between appearance and action. J Pers Ubiquitous Comput 8(5):294–309

    Google Scholar 

  • Druin A (1999) Cooperative inquiry: developing new technologies for children with children. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 592–599

    Google Scholar 

  • Druin A (2002) The role of children in the design of new technology. Behav Inf Technol 21(1):1–25

    Google Scholar 

  • Eagle S (2012) Learning in the early years: social interactions around picture books, puzzles and digital technologies. Comput Educ 59:38–49

    Article  Google Scholar 

  • Fischer G, Shipman F (2011) Collaborative design rationale and social creativity in cultures of participation. Human Technol Interdiscip J Humans ICT Environ 7:164–187

    Google Scholar 

  • Forlizzi J, Ford S (2000) The building blocks of experience: an early framework for interaction designers. In: Proceedings of the designing interactive systems conference. ACM Press, New York, pp 419–423

    Google Scholar 

  • Fröbel F (1909) Pedagogics of the Kindergarten. D. Appleton and Company, New York

    Google Scholar 

  • Glenberg AM (2010) Embodiment as a unifying perspective for psychology. WIREs Cogn Sci 1:586–596. Wiley.

    Google Scholar 

  • Glenberg AM, Goldberg AB, Zhu X (2011) Improving early reading comprehension using embodied CAI. Instr Sci 39:27–39. doi:10.1007/s11251-009-9096-7

    Article  Google Scholar 

  • Greimas AJ (1973) Actants, Actors, and Figures. On Meaning: Selected Writings in Semiotic Theory (trans: Perron PJ, Frank HC). Theory and history of literature 38. University of Minnesota P, Minneapolis, pp 106–120, 1987.

    Google Scholar 

  • Hornecker E (2005) A design theme for tangible interaction: embodied facilitation. In: Gellerseen H et al (eds) Proceedings of the ninth European conference on computer-supported cooperative work. Springer International Publishing, Zurich, pp 18–22

    Google Scholar 

  • Hornecker E, Buur J (2006) Getting a grip on tangible interaction: a framework on physical space and social interaction. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 437–446

    Chapter  Google Scholar 

  • Hourcade JP (2008) Interaction design and children. J Found Trends Human–Comput Interact 1(4):277–392. doi:10.1561/1100000006

    Article  Google Scholar 

  • Hunter S, Kalanithi J, Merrill D (2010) Make a riddle and teleStory: designing children’s applications for the siftables platform. In: Proceedings of the 9th IDC international conference on interaction design and children. ACM Press, New York, pp 206–209

    Chapter  Google Scholar 

  • Ishii H, Ullmer B (1997) Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 234–241

    Google Scholar 

  • Kirsh D (1995) Complementary strategies: why we use our hands when we think. In: Moore JD, Lehman JF (eds) Proceedings of the seventeenth annual conference of the cognitive science. University of Pittsburgh, Carnegie Mellon, Pittsburgh, pp 212–217

    Google Scholar 

  • Kirsh D (1996) Adapting the environment instead of oneself. J Adapt Behav 4(3):415–452

    Article  Google Scholar 

  • Lave J, Wenger E (1991) Situated learning: legitimate peripheral participation. Cambridge University Press, Cambridge

    Book  Google Scholar 

  • Marshall P (2007) Do tangible interfaces enhance learning? In: Proceedings of the 1st international conference on tangible and embedded interaction. ACM press, New York, pp 163–170

    Chapter  Google Scholar 

  • Montessori M (1912) The Montessori method: scientific pedagogy as applied to child education in the “children’s houses”. R. Bentley, Cambridge, MA

    MATH  Google Scholar 

  • O’Malley C, Fraser DS (2005) Literature review in learning with tangible technologies. NESTA Futurelab Report, 12

    Google Scholar 

  • Papert S (1977) A learning environment for children. In: Seidel RJ, Rubin M (eds) Computers and communication: implications for education. Academic, New York, pp 271–278

    Google Scholar 

  • Papert S (1993) Mindstorms: children, computers, and powerful ideas, 2nd edn. Harvester, Wheatsheaf, New York

    Google Scholar 

  • Plowman L, McPake J, Stephen C (2012) Extending opportunities for learning: the role of digital media in early education. In: Suggate S, Reese E (eds) Contemporary debates in child development and education. Rutledge, London

    Google Scholar 

  • Propp V (1928) Morphology of the Folktale (trans: Laurence Scott), 2nd ed. University of Texas Press, Austin

    Google Scholar 

  • Raffle H, Vaucelle C, Wang R, Ishii H (2007) Jabberstamp: embedding sound and voice in traditional drawings. In: Proceedings of the international conference on computer graphics and interactive. ACM Press, New York, pp 137–144

    Google Scholar 

  • Resnick M, Silverman B (2005) Some reflections on designing construction kits for kids. In: Proceedings of interaction design and children conference. ACM Press, New York

    Google Scholar 

  • Resnick M, Martin F, Berg R, Borovoy R, Colella V, Kramer K, Silverman B (1998) Digital manipulatives: new toys to think with. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 281–287

    Google Scholar 

  • Resnick M, Myers B, Nakakoji K, Schneidenman B, Pausch R, Selker T, Eisenberg M (2005) Design principles for tools to support creative thinking. Institute for Software Research, Paper 816

    Google Scholar 

  • Shneiderman B, Plaisant C (2004) Designing the user interface: strategies for effective human-computer interaction, 4th edn. Addison-Wesley, Boston

    Google Scholar 

  • Sylla C (2013) Designing a long term study evaluating a physical interface for preschoolers. In: Proceedings of TEI ‘13, 7th international conference on tangible embedded and embodied interaction. ACM Press, New York, pp 363–364. doi:10.1145/2460625.2460695

    Chapter  Google Scholar 

  • Sylla C, Branco P, Coutinho C, Coquet ME, Škaroupka D (2011) TOK- a tangible interface for storytelling. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 1363–1368. doi:10.1145/1979742.1979775

    Chapter  Google Scholar 

  • Sylla C, Gonçalves S, Branco P, Coutinho C (2012) T-words: playing with sounds and creating narratives. In: Nijholt A, Romão T, Reidsma D (eds) Proceedings of the 9th international conference on advances in computer entertainment. Springer International Publishing, Lecture Notes in Computer Science, Zurich, pp 565–568. doi: 10.1007/978-3-642-34292-9

  • Sylla C, Gonçalves S, Branco P, Coutinho C (2013a) Peter piper picked a peck of pickled peppers – an interface for playful language exploration. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 3127–3130. doi:10.1145/2468356.2479627

    Chapter  Google Scholar 

  • Sylla C, Gonçalves S, Brito P, BrancoP, Coutinho C (2013b) A tangible platform for mixing and remixing narratives. In: Reidsma D, Katayose H, Nijholt A (eds) Proceedings the 10th international conference on advances in computer entertainment, ACE 2013, LNCS 8253. Springer International Publishing, Zurich, pp 630–633

    Google Scholar 

  • Sylla C, Coutinho C, Branco P (2014) A digital manipulative for embodied “Stage-narrative” creation. Entertainment Computing, Elsevier. doi: 10.1016/j.entcom.2014.08.011

  • Ullmer B, Ishii H (2001) Emerging frameworks for tangible user interfaces. In: Carroll JM (ed) Human-computer interaction in the new millennium. Addison-Wesley, Reading, MA, pp 579–601

    Google Scholar 

  • Van Scoter J (2008) The potential of IT to foster literacy development in Kindergarten. In: Voogt J, Knezek G (eds) International handbook of information technology in primary and secondary education, Part I. Springer, London, pp 149–161

    Google Scholar 

  • Van Scoter J, Ellis D, Railsback J (2001) Technology in early childhood education: finding the balance. Northwest Regional Educational Laboratory, Portland

    Google Scholar 

  • Vygotsky LS (1978) Mind in society. Harvard University Press, Cambridge, MA

    Google Scholar 

  • White D (1954) Books before five. Whitcomb and Tombs, Christchurch

    Google Scholar 

  • Wood D, O’Malley C (1996) Collaborative learning between peers: an overview. Educ Psychol Pract 11(4):4–9

    Article  Google Scholar 

  • Wright S (2007) Graphic-narrative play: young children’s authoring through drawing and telling. Int J Educ Arts 8(8):1–27

    Google Scholar 

  • Yarosh S, Radu I, Hunter S, Rosenbaum E (2011) Examining values: an analysis of nine examining values: an analysis of nine years of IDC. In: Proceedings of the international conference on interaction design and children. ACM Press, New York, pp 136–144

    Chapter  Google Scholar 

  • Yelland N (1999) Reconceptualising schooling with technology for the 21st century: images and reflections. Inf Technol Child Educ Annu 1:39–59

    Google Scholar 

  • Zaman B, Vanden Abeeleb V, Markopoulos P, Marshall P (2012) The evolving field of tangible interaction for children: the challenge of empirical validation. Pers Ubiquit Comput 16:367–378. doi:10.1007/s00779-011-0409-x

    Article  Google Scholar 

  • Zuckerman O, Arida S, Resnick M (2005) Extending tangible interfaces for education: digital montessori – inspired manipulatives. In: Proceedings of the conference on human factors in computing systems. ACM Press, New York, pp 859–868

    Chapter  Google Scholar 

Download references

Acknowledgements

We would like to express our thankfulness to the Colégio Teresiano, Braga, and give a very special thank you to all the preschool children, their parents and preschool teachers, who creatively helped us developing and testing this project in all its various development phases. This work is funded by FEDER through the Operational Competitiveness Factors Programme (COMPETE) and by National Funds through the FCT – Portuguese Foundation for the Science and the Technology – within the Projects PTDC/CPE-CED/110417/2009 and the Doctoral Grant SFRH/BD/62531/2009.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Cristina Sylla .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer-Verlag London

About this chapter

Cite this chapter

Sylla, C., Coutinho, C., Branco, P. (2015). Play Platforms for Children’s Creativity. In: Zagalo, N., Branco, P. (eds) Creativity in the Digital Age. Springer Series on Cultural Computing. Springer, London. https://doi.org/10.1007/978-1-4471-6681-8_12

Download citation

  • DOI: https://doi.org/10.1007/978-1-4471-6681-8_12

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-6680-1

  • Online ISBN: 978-1-4471-6681-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics