Abstract
In this chapter, the focus is on the T in Science, Technology, Engineering, Arts and Mathematics (STEAM). Technology uses different materials to make work easier. Where engineering draws on creativity and innovation to design tools and systems, technology focuses on the tools and systems themselves. Within this chapter, we focus specifically on one type of digital technology: augmented reality (AR). We explore what AR is by interpreting previously collected data. Then, we describe the contemporary development of a Digital Play Framework (Bird & Edwards, 2015) while applying it to case studies that show how children learn to use an AR Sandbox through two forms of play: epistemic (exploratory) and ludic (imaginary).
The research presented as a case study in this chapter was completed in partial fulfilment of requirements for a Master of Education degree from The University of Western Australia under the supervision of Associate Professor Christine Howitt and Associate Professor Grace Oakley.
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Notes
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George, R., Madanipour, P. (2021). Augmented Reality in Early Childhood Education: Accessing Complex Concepts Within Imaginative Play Worlds. In: Cohrssen, C., Garvis, S. (eds) Embedding STEAM in Early Childhood Education and Care. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-65624-9_4
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