Introduction
Today, most people use technology not only during their formal education, in their professions or jobs but also in pastime activities in which they are motivated to produce a digital artifact (e.g., music, art, movies, apps for mobiles) or to solve problems related to their interests or hobbies. These pastime activities have a very strong creative potential. At the beginning, people usually have an idea or a problem to consider without having any notions about which technology would be needed or even if they are capable of using such technology (see DIY or makerspace initiatives).
People having such problems use technology to find solutions. In such cases, they rarely have any prior specific training and they start learning autonomously in their own time, using their own way and having in mind their own idea of digital artifacts. As a result of their creative...
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Černochová, M., Selcuk, H. (2019). Digital Literacy, Creativity, and Autonomous Learning. In: Tatnall, A. (eds) Encyclopedia of Education and Information Technologies. Springer, Cham. https://doi.org/10.1007/978-3-319-60013-0_205-1
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