Abstracts
Résumé
Bien que l'intérêt pour la culture numérique des enfants dans l'éducation de la petite enfance soit en hausse, la recherche a jusqu'à présent accordé une attention limitée à leur culture numérique dans des contextes informels. Notre question de recherche est la suivante : quelles sont les implications sociales et en termes de littératie numérique de l'activité informelle des enfants dans les jeux numériques ? En nous inspirant de la théorisation socio-matérielle ainsi que du travail de Rogoff (2014), nous explorons l'activité sociale de création dans les environnements virtuels. Dans notre étude de cas, nous identifions deux dimensions principales : les ressources pour créer des objets numériques et le statut social des objets numériques. L'interaction entre le monde matériel et virtuel révèle la richesse des dialogues entre les acteurs et les objets, à la fois à l'intérieur et à l'extérieur des jeux, suggérant de nouveaux modes de jeu et d'engagement avec la réalité.
Mots-clés :
- culture numérique,
- objets numériques,
- les pairs,
- jeux numériques
Abstract
Although interest in children's digital culture in early childhood education is on the rise, research has so far paid limited attention to their digital culture in informal contexts. Our research question is as follows: what are the social and digital literacy implications of children's informal activity in digital games? Drawing inspiration from socio-material theorization as well as Rogoff's work (2014), we explore the social activity of creation within virtual environments. In our case study, we identify two main dimensions: resources for creating digital objects and the social status of digital objects. The interaction between the material and virtual world reveals the richness of dialogues between actors and objects, both inside and outside of games, suggesting new modes of play and engagement with reality.
Keywords:
- digital culture,
- digital objects,
- pairs,
- digital games
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Appendices
Bibliographie
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