References
Young Children’s Play Practices with Digital Tablets
ISBN: 978-1-78756-706-1, eISBN: 978-1-78756-705-4
Publication date: 29 July 2019
Citation
Fróes, I. (2019), "References", Young Children’s Play Practices with Digital Tablets, Emerald Publishing Limited, Leeds, pp. 121-129. https://doi.org/10.1108/978-1-78756-705-420191001
Publisher
:Emerald Publishing Limited
Copyright © Isabel Fróes, 2019
License
Except where otherwise noted, this work is licensed under a Creative Commons Attribution 4.0 Licence (CC BY 4.0). Anyone may reproduce, distribute, translate and create derivative works of this book (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this licence may be seen at https://creativecommons.org/licenses/by/4.0/
Abrams (2015) Abrams, S. S. (2015). Videogames and literacies: Historical threads and contemporary practices. In J. Rowsell & K. Pahl (Eds.), The Routledge handbook of literacy studies (pp. 354–368). New York, NY: Routledge.
Abrams & Gerber (2014) Abrams, S. S. , & Gerber, H. R. (Eds.). (2014). Bridging literacies with videogames. Rotterdam: Sense Publishers.
Ackermann (2013) Ackermann, E. K. (2013). Growing up in the digital age: Areas of change. Tecnologias, Sociedade E Conhecimento, 1(1), 119–132.
Arita, Seo, & Aldriedge (2014) Arita, J. , Seo, J. H. , & Aldriedge, S. (2014). Soft tangible interaction design with tablets for young children. ACM SIGGRAPH 2014 Posters on – SIGGRAPH’, 14, 1–1. doi:10.1145/2614217.2614267
Barnett (1990) Barnett, L. A. (1990). Playfulness: Definition, design, and measurement. Play and Culture, 3(4), 319–336.
Bawden (2008) Bawden, D. (2008). Origins and concepts of digital literacy. In C. Lankshear & M. Knobel (Eds.), Digital literacies concepts, policies and practices (pp. 17–32). New York, NY: Peter Lang.
Bodrova & Leong (2015) Bodrova, E. , & Leong, D. J. (2015). Vygotskian and post-Vygotskian views on children’s play. American Journal of Play, 7(3), 371–388.
https://itunes.apple.com/us/app/book-creator-for-ipad-create/id442378070?mt = 8 Book creator for iPad – Create ebooks and pdfs, publish to iBooks on the app store on iTunes. (n.d.). Retrieved from https://itunes.apple.com/us/app/book-creator-for-ipad-create/id442378070?mt=8. Accessed on June 26, 2015.
Brinkmann & Tanggaard (2010) Brinkmann, S. , & Tanggaard, L. (2010). Toward an epistemology of the hand. Studies in Philosophy and Education, 29(3), 243–257. doi:10.1007/s11217-009-9164-0
Buckingham (1993) Buckingham, D. (1993). Children talking television: The making of television literacy. London: The Falmer Press.
Buckingham (2005) Buckingham, D. (2005). Schooling the digital generation: Popular culture, new media and the future of education. London: University of London.
Buckingham (2006) Buckingham, D. (2006). Defining digital literacy – What do young people need to know about digital media? Nordic Journal of Digital Literacy, (4), 263–276.
Buckingham (2007a) Buckingham, D. (2007a). Beyond technology. Cambridge: Polity Press.
Buckingham (2007b) Buckingham, D. (2007b). Selling childhood? Journal of Children and Media, 1(1), 15–24. doi:10.1080/17482790601005017
Buckingham & Strandgaard Jensen (2012) Buckingham, D. , & Strandgaard Jensen, H. (2012). Beyond “media panics”. Journal of Children and Media, 6(4), 413–429. doi:10.1080/17482798.2012.740415
Buckingham & Tingstad (2010) Buckingham, D. , & Tingstad, V. (Eds.). (2010). Childhood and consumer culture. London: Palgrave Macmillan. doi:10.1057/9780230281844
Caillois (1961) Caillois, R. (1961). Man, play, and games. Glencoe, IL: The Free Press of Glencoe.
Chang, Nunez, Roberts, Sengeh, & Breazeal (2013) Chang, A. , Nunez, D. , Roberts, T. , Sengeh, D. , & Breazeal, C. (2013). Pre-pilot findings on developing a literacy tablet. In Proceedings of the 12th International Conference on Interaction Design and Children (IDC ’13), ACM, New York, NY, USA (pp. 471–474). Retrieved from http://dx.doi.org/10.1145/2485760.2485809
Charmaz (2014) Charmaz, K. (2014). Constructing grounded theory (2nd ed.). London: SAGE Publications Ltd.
Chaudron (2015) Chaudron, S. (2015). Young Children (0-8) and Digital Technology: A qualitative exploratory study across seven countries. Luxembourg: Publications Office of the European Union.
Chinn & Fairlie (2006) Chinn, M. , & Fairlie, R. (2006). The determinants of the global digital divide: A cross-country analysis of computer and Internet penetration. Oxford Economic Papers, 59(1), 16–44.
Chipman, Fails, Druin, & Guha (2011) Chipman, G. , Fails, J. , Druin, A. , & Guha, M. (2011). Paper vs. tablet computers: A comparative study using Tangible Flags. In Proceedings of the 10th International Conference on Interaction Design and Children (IDC ’11). ACM, New York, NY, USA (pp. 29–36). Retrieved from http://dx.doi.org/10.1145/1999030.1999034
Christie & Roskos (2013) Christie, J. , & Roskos, K. (2013). Play’s potential in early literacy development. Retrieved from http://www.child-encyclopedia.com/sites/default/files/dossiers-complets/en/play.pdf#page=31. Accessed on April 14, 2016.
Christie & Roskos (2015) Christie, J. , & Roskos, K. (2015). How does play contribute to literacy? In J. E. Johnson , S. G. Eberle , T. S. Henricks , & D. Kuschner (Eds.), The handbook of the study of play (1st ed., pp. 417–424). London: Rowman & Littlefield.
Clarke & Svanaes (2014) Clarke, B. , & Svanaes, S. (2014). An updated literature review on the use of tablets in education. Tablets for Schools. Retrieved from Tabletsforschools.org.uk.
http://www.collinsdictionary.com/ Collins dictionary. (n.d.). Retrieved from http://www.collinsdictionary.com/. Accessed on January 28, 2015.
Connell, Lauricella, & Wartella (2015) Connell, S. L. , Lauricella, A. R. , & Wartella, E. (2015). Parental co-use of media technology with their young children in the USA. Journal of Children and Media, 9(1), 5–21. doi:10.1080/17482798.2015.997440
Cope & Kalantzis (2000) Cope, B. , & Kalantzis, M. (Eds.). (2000). Multiliteracies: Literacy learning and the design of social futures (For the Ne). London: Routledge.
Couse & Chen (2010) Couse, L. J. , & Chen, D. W. (2010). A tablet computer for young children? Exploring its viability for early childhood education. Journal of Research on Technology in Education, 43(1), 75–96. doi:10.1080/15391523.2010.10782562
Crescenzi, Jewitt, & Price (2014) Crescenzi, L. , Jewitt, C. , & Price, S. (2014). The role of touch in preschool children’s learning using iPad versus paper interaction. Australian Journal of Language & Literacy, 37(2), 86–95. Retrieved from http://eres.library.manoa.hawaii.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=96256128&site=ehost-live. Accessed on 13 February 2016.
Creswell (2013) Creswell, J. W. (2013). Qualitative inquiry & research design: Choosing among five approaches (3rd ed.). Thousand Oaks, CA: Sage Publishers.
de Souza e Silva & Frith (2010) de Souza e Silva, A. , & Frith, J. (2010). Locative mobile social networks: Mapping communication and location in urban spaces. Mobilities, 5(4), 485–505. Retrieved from doi:10.1080/17450101.2010.510332
Dewey (1916) Dewey, J. (1916). Democracy and education: An introduction to the philosophy of education. New York, NY: Palgrave Macmillan.
Dewey (1938) Dewey, J. (1938). Logic – The theory of inquiry. New York, NY: Henry Holt & Co.
Dockett & Fleer (1999) Dockett, S. , & Fleer, M. (1999). Play and pedagogy in early childhood: Bending the rules. Sydney: Harcourst Brace.
Dourish (2006) Dourish, P. (2006). Re-space-ing place. In Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work – CSCW ’06 (p. 299). New York, NY: ACM Press. Retrieved from http://doi.org/10.1145/1180875.1180921
Dourish (2016) Dourish, P. (2016). Rematerializing the platform: Emulation and the digital- material. In S. Pink , E. Ardèvol , & D. Lanzeni (Eds.), Digital materialities: Design and anthropology (pp. 29–44). New York, NY: Bloomsbury.
Drotner & Livingstone (2008) Drotner, K. , & Livingstone, S. (Eds.). (2008). International handbook of children, media and culture. London: Sage Publications.
Dyson (1997) Dyson, A. H. (1997). Writing superheroes: Contemporary childhood, popular culture, and classroom literacy. New York, NY: Teachers College Press.
Dyson & Genishi (2009) Dyson, A. H. , & Genishi, C. (2009). Children, language, and literacy: Diverse learners in diverse times. New York, NY: Teachers College Press.
Ejsing-Duun & Skovbjerg (2015) Ejsing-Duun, S. , & Skovbjerg, H. M. (2015). Creativity and playfulness: Producing games as a pedagogical strategy. In Proceedings of European Conference on Game Based Learning. Steinkjer, Norway. Retrieved from https://vbn.aau.dk/ws/files/218064199/Creativityandplayfulness_final.pdf
Erstad & Amdam (2013) Erstad, O. , & Amdam, S. (2013). From protection to public participation, Javnost – The public. Journal of the European Institute for Communication and Culture, 20(2), 83–98. doi:10.1080/13183222.2013.11009115
Eshet-AlKalai (2004) Eshet-AlKalai, Y. (2004). Digital literacy: A conceptual framework for survival skills in the digital era. Journal of Educational Multimedia and Hypermedia, 13, 93–106.
Fiske (1987) Fiske, J. (1987). Television culture. New York, NY: Methuen & Co. Ltd.
Fleer (2014) Fleer, M. (2014). Theorising play in the early years. Port Melbourne: Cambridge University Press.
Fox (2001) Fox, R. F. (2001). Mediaspeak: Three American voices. Westport, CT: Greenwood Publishing Group.
Fróes (2015) Fróes, I. C. G. (2015). Once upon a tablet: A school toy in the making. In M. Antona & C. Stephanidis (Eds.), UAHCI 2015, Part III, LNCS 9177 (pp. 43–53). Retrieved from https://doi.org/10.1007/978-3-319-20684-4_5
Fróes & Tosca (2018) Fróes, I. C. G. , & Tosca, S. (2018). Playful subversions: Young children and tablet use. European Journal of Cultural Studies, 21(1), 39–58. doi:10.1177/1367549417705601
Fróes & Tosca (2016) Fróes, I. , & Tosca, S. (2016). Hands between the worlds. In L. Hjorth , H. Horst , A. Galloway , & G. Bell (Eds.), Routledge companion to digital ethnography. London: Routledge.
Gaines (2006) Gaines, E. (2006). Communication and the semiotics of space. Journal of Creative Communications, 1(2), 173–181. doi:10.1177/097325860600100203
Gee (2003) Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan.
Gee (2015) Gee, J. P. (2015). The new literacy studies. In J. Rowsell & K. Pahl (Eds.), The routledge handbook of literacy studies (pp. 35–48). London: Routledge.
Gillen, Barton, Kress, & Garnett (2010) Gillen, J. , Barton, D. , Kress, G. , & Garnett, F. (2010). Digital literacies. London: London Knowledge Lab.
Gilster (1997) Gilster, P. (1997). Digital literacy. New York John Wiley Sons. New York, NY: John Wiley & Sons.
Glaser & Strauss (1999) Glaser, B. G. , & Strauss, A. L. (1999). The discovery of grounded theory: Strategies for qualitative research. Piscataway, NJ: Aldine Transaction.
Gleick (2011) Gleick, J. (2011). The information: A history, a theory, a flood. New York, NY: Random House.
Green (1988) Green, B. (1988). Subject-specific literacy and school learning: A focus on writing. Australian Journal of Education, 32(2), 156–179.
Henricks (2006) Henricks, T. S. (2006). Play reconsidered: Sociological perspectives on human expression. Champaign, IL: University of Illinois Press.
Holloway, Green, & Livingstone (2013) Holloway, D. , Green, L. , & Livingstone, S. (2013). Zero to eight: Young children and their internet use. EU Kids Online. London: London School of Economics.
Huizinga (1949) Huizinga, J. (1949). Homo Ludens: A study of the play element in culture. Oxford: Routledge.
Ingold (1994) Ingold, T. (1994). Tool-use, sociality and intelligence. In K. R. Gibson & T. Ingold (Eds.), Tools, language and cognition in human evolution (pp. 429–445). Cambridge: Cambridge University Press.
Ingold (2009) Ingold, T. (2009). The textility of making. Cambridge Journal of Economics, 34(1), 91–102. doi:10.1093/cje/bep042
Ingold (2013) Ingold, T. (2013). Making. Anthropology, archaeology, art and architecture. London: Routledge.
Ito Ito, M. (n.d.). Why minecraft rewrites the playbook for learning. Retrieved from http://boingboing.net/2015/06/06/why-minecraft-rewrites-the-pla.html. Accessed on April 15, 2016.
Ito et al. (2013) Ito, M. , Gutiérrez, K. , Livingstone, S. , Penuel, B. , Rhodes, J. , Salen, K. , … Watkins, C. (2013). Connected learning: An agenda for research and design. Digital Media and Learning Research Hub, Irvine, CA, USA.
Ito, Matsuda, & Okabe (2006) Ito, M. , Matsuda, M. , & Okabe, D. (Eds.). (2006). Personal, portable, pedestrian. Cambridge, MA: The MIT Press.
Ito, Okabe, & Tsuji (2012) Ito, M. , Okabe, D. , & Tsuji, I. (Eds.). (2012). Fandom unbound: Otaku culture in a connected world. Danbury, CT: Yale University Press.
Jessen & Karoff (2008) Jessen, C. , & Karoff, H. S. (2008). New play culture and playware. Paper presented at ‘Det æstetiskes betydning for børn og børns kultur?’ conference. Reykjavik, Island. Retrieved from http://carsten-jessen.dk/wp-content/uploads/2017/05/Playware-Jessen-Karoff.pdf
Jewitt & Leder Mackley (2019) Jewitt, C. , & Leder Mackley, K. (2019). Methodological dialogues across multimodality and sensory ethnography: digital touch communication. Qualitative Research, 19(1), 90–110. Retrieved from doi:10.1177/1468794118796992
Johnson (2016) Johnson, S. (2016). Wonderland: How play made the modern world. New York, NY: Riverhead Books.
Jones & Hafner (2012) Jones, R. H. , & Hafner, C. A. (2012). Understanding digital literacies. New York, NY: Routledge.
Karoff (2013) Karoff, H. S. (2013). Play practices and play moods. International Journal of Play, 2(2), 76–86. doi:10.1080/21594937.2013.805650
Karoff & Johansen (2014) Karoff, H. S. , & Johansen, S. L. (2014). At lege med iPads og skabe god stemning. Retrieved from http://vbn.aau.dk/en/publications/at-lege-med-ipads-og-skabe-god-stemning(ff56e42d-c494-4487-be8f-1067b561299d).html
Kinder (1993) Kinder, M. (1993). Playing with power in movies, television, and videogames: From muppet babies to teenage mutant Ninja turtles. Berkeley, CA: University of California Press.
Kline, Dyer-Witheford, & De Peuter (2003) Kline, S. , Dyer-Witheford, N. , & De Peuter, G. (2003). Digital play: The interaction of technology, culture and marketing. Montreal: McGill-Queen’s University Press.
Kusahara (2003) Kusahara, M. (2003). They are born to play: Japanese visual entertainment from Nintendo to mobile phone. Art inquiry-recherches Sur Les Arts, V, 111–154.
Kuschner (2015) Kuschner, D. (2015). Play and early childhood education. In J. E. Johnson , S. G. Eberle , T. S. Henricks , & D. Kuschner (Eds.), The handbook of the study of play (1st ed., pp. 287–298). London: Rowman & Littlefield.
Lankshear & Knobel (2008) Lankshear, C. , & Knobel, M. (Eds.). (2008). Digital literacies concepts, policies and practices. New York, NY: Peter Lang.
Latour & Woolgar (1979) Latour, B. , & Woolgar, S. (1979). Laboratory life: The construction of scientific facts. Princeton, NJ: Princeton University Press.
Latour (2005) Latour, B. (2005). Reassembling the social: An introduction to actor-network-theory. Oxford: Oxford University Press.
Law (1992) Law, J. (1992). Notes on the theory of the actor-network: Ordering, strategy and heterogeneity. Systems Practice, 5(1992), 379–393. doi:10.1007/BF01059830
Levinsen & Sørensen (2008) Levinsen, K. , & Sørensen, B. H. (2008). It, faglig læring og pædagogisk videnledelse: Rapport vedr. Projekt It læring 2006-2007. København: Danmarks Pædagogiske Universitetsforlag.
Levinsen, Ejsing-Duun, & Sørensen (2013) Levinsen, K. , Ejsing-Duun, S. , & Sørensen, B. H. (2013). Skolen i virkeligheden: Omgivelserne som læremiddel. In T. Hyllested & C. S. Rasmussen (Eds.), København: Forlaget Unge pædagoger (1st ed., Vol. 1, pp. 249–259). Unge Pædagogers serie: No. B 112.
Levinsen, Sørensen, Tosca, Ejsing-Duun, & Karoff (2014) Levinsen, K. E. T. , Sørensen, B. H. , Tosca, S. , Ejsing-Duun, S. , & Karoff, H. S. (2014). Research and development projects with ICT and students as learning designers in primary schools: A methodological challenge. In Proceedings of the 4th International Conference on Design for Learning: Expanding the field 2014, Stockholm University, Stockholm, Sverige.
Leu, Kinzer, Coiro, & Cammack (2004) Leu, D. J. , Kinzer, C. K. , Coiro, J. L. , & Cammack, D. W. (2004). Toward a theory of new literacies emerging from the internet and other information and communication technologies. Reading Online, 5(2000), 43–79.
Lieberoth Lieberoth, A. (n.d.). Leg versus spil. Er leg bedre? | Videnskab.dk. Retrieved from https://videnskab.dk/teknologi-innovation/leg-versus-spil-er-leg-bedre. Accessed on December 27, 2015.
Liestøl (2007) Liestøl, G. (2007). The dynamics of convergence and divergence in digital domains. In Ambivalence towards convergence. Digitalization and Media Change (pp. 165–178). Nordicom.
Livingstone (2003) Livingstone, S. (2003). Children’s use of the internet: Reflections on the emerging research agenda. New Media & Society, 5(2), 147–166.
Livingstone (2004) Livingstone, S. (2004). Media literacy and the challenge of new information and communication technologies, Communication Review, 7(1), 3–14.
Livingstone (2008a) Livingstone, S. (2008a). Engaging with media—A matter of literacy? Communication, Culture & Critique, 1(1), 51–62. doi:10.1111/j.1753-9137.2007.00006.x
Livingstone (2008b) Livingstone, S. (2008b). Internet literacy: Young people’s negotiation of new online opportunities. In T. McPherson (Ed.), Digital youth, innovation, and the unexpected (pp. 101–121). The John D. and Catherine T. MacArthur Foundation series on digital media and learning. Cambridge, MA: MIT Press.
Livingstone (2009) Livingstone, S. (2009). Children and the Internet. Cambridge: Polity Press.
Livingstone (2014a) Livingstone, S. (2014a). Children’s digital rights: A priority. InterMEDIA, 42(4/5), 20–24.
Livingstone (2014b) Livingstone, S. (2014b). Digital media and children’s rights. Retrieved from http://blogs.lse.ac.uk/mediapolicyproject/2014/09/12/sonia-livingstone-digital-media-and-childrens-rights/ Accessed on April 18, 2016.
Livingstone, Van Couvering, & Thumin (2005) Livingstone, S. , Van Couvering, E. , & Thumin, N. (2005). Adult media literacy: A review of the research literature (Vol. 44). London: London School of Economics.
Marsh (2004) Marsh, J. (2004). The techno-literacy practices of young children. Journal of Early Childhood Research, 2(1), 51–66. doi:10.1177/1476718X0421003
Marsh (2005a) Marsh, J. (Ed.). (2005a). Popular culture, new media and digital literacy in early childhood. New York, NY: Routledge.
Marsh (2005b) Marsh, J. (2005b). Ritual, performance and identity construction: Young children’s engagement with popular cultural and media texts. In J. Marsh (Ed.), Popular culture, new media and digital literacy in early childhood (pp. 28–50). New York, NY: Routledge.
Marsh (2010) Marsh, J. (2010). Childhood, culture and creativity: A literature review. Newcastle upon Tyne: CCE – Creativity, Culture and Education.
Marsh (2014) Marsh, J. (2014). Media, popular culture and play. In S. Edwards , M. Blaise , & L. Brooker (Eds.), SAGE handbook of play and learning in early childhood (pp. 403–414). London: SAGE Publications Ltd.
Marsh & Bishop (2013) Marsh, J. , & Bishop, J. (2013). Changing play: Play, media and commercial culture from the 1950s to the present day. Milton Keynes: Open University Press.
Marsh et al. (2015) Marsh, J. , Plowman, L. , Yamada-Rice, D. , Bishop, J. C. , Lahmar, J. , Scott, F. , … Winter, P. (2015). Exploring play and creativity in pre-schoolers’ use of apps: Final project report. Retrieved from www.techandplay.org
Marsh, Plowman, Yamada-Rice, Bishop, & Scott (2016) Marsh, J. , Plowman, L. , Yamada-Rice, D. , Bishop, J. , & Scott, F. (2016). Digital play: a new classification. Early Years, 5146(June), 1–12. doi:10.1080/09575146.2016.1167675
Marshall (2002) Marshall, D. (2002). The new intertextual commodity. In D. Harries (Ed.), The new media book (pp. 69–82). London: British Film Institute.
Martin (2008) Martin, A. (2008). Digital literacy and the “digital society”. In C. Lankshear & M. Knobel (Eds.), Digital literacies: concepts, Policies and Practices (pp. 151–176). New York, NY: Peter Lang.
McCarthy & Wright (2004b) McCarthy, J. , & Wright, P. (2004). Technology as experience. Cambridge, MA: MIT Press.
McGray (2002) McGray, D. (2002, May/June). Japan’s Gross National Cool. Foreign Policy.
McLuhan (1962) McLuhan, M. (1962). The Gutenberg galaxy: The making of typographic man. Toronto: University of Toronto Press.
Medina & Wohlwen (2014) Medina, C. L. , & Wohlwen, K. E. (2014). Literacy, play and globalization: Converging imaginaries in children’s critical and cultural performances. New York, NY: Routledge.
Merchant (2015a) Merchant, G. (2015a). Apps, adults and young children: Researching digital literacy practices in context. In R. H. Jones , A. Chik , & C. A. Hafner (Eds.), Discourse and digital practices: Doing discourse analysis in the digital age (pp. 144–157). Abingdon: Routledge.
Merchant (2015b) Merchant, G. (2015b). Keep taking the tablets: iPads, story apps and early literacy. Australian Journal of Language and Literacy, 38(1), 3–11. Retrieved from http://shura.shu.ac.uk/9100/. Accessed on 26 March 2016
Merleau-Ponty (2002) Merleau-Ponty, M. (2002). Phenomenology of perception. London: Routledge (Original work published 1962).
Minecraft Minecraft . (n.d.). Retrieved from https://minecraft.net/. Accessed on December 12, 2014.
Nelson (1965) Nelson, T. H. (1965). Complex information processing: A file structure for the complex, the changing and the indeterminate. In L. Winner (Ed.), In Proceedings of the 1965 20th national conference (ACM ‘65) (pp. 84–100). ACM, New York, NY. Retrieved from http://doi.org/10.1145/800197.806036
Neumann (2015) Neumann, M. (2015). Young children and screen time: Creating a mindful approach to digital technology. Australian Educational Computing, 30(2). Retrieved from http://journal.acce.edu.au/index.php/AEC/article/view/67
Norman (1988) Norman, D. A. (1988). The design of everyday things. New York, NY: Basic Books.
Ogan, Karakuş, & Kurşun (2012) Ogan, C. , Karakuş, T. , & Kurşun, E. (2012). Methodological Issues in a Survey of Children’s Online Risk-Taking and Other Behaviours in Europe. Journal of Children and Media, 7(1), 133–150. doi:10.1080/17482798.2012.739812
Ólafsson, Livingstone, & Haddon (2013) Ólafsson, K. , Livingstone, S. , & Haddon, L. (Eds.). (2013). How to research children and online technologies? Frequently asked questions and best practice London.
http://www.ipadiskolen.dk/om-ipadiskolen/ Om iPadiskolen. (n.d.). Retrieved from http://www.ipadiskolen.dk/om-ipadiskolen/. Accessed on December 5, 2014.
Ong (1998) Ong, W. J. (1998). Orality and literacy: The technologizing of the word. New York, NY: Routledge.
Papert (1993a) Papert, S. (1993a). Obsolete skill set: The 3 Rs. Retrieved from http://www.papert.org/articles/ObsoleteSkillSet.html. Accessed on April 3, 2014.
Papert (1993b) Papert, S. (1993b). Preface to the children’s machine: Rethinking school in the age of the computer. New York, NY: Basic Books.
Papert & Harel (1991) Papert, S. , & Harel, I. (1991). Constructionism. Norwood, NJ: Ablex Publishing Corporation.
Pesce (2000) Pesce, M. (2000). The playful world-how technology is transforming our imagination. New York, NY: Ballantine Books.
Piaget (1951) Piaget, J. (1951). Play, dreams and imitation in childhood. London: Heinemann.
Pink, Ardévol, & Lanzeni (2016) Pink, S. , Ardévol, E. , & Lanzeni, D. (Eds.). (2016). Digital materialities: Design and anthropology. New York, NY: Bloomsbury.
Pink, Sinanan, Hjorth, & Horst (2016) Pink, S. , Sinanan, J. , Hjorth, L. , & Horst, H. (2016). Tactile digital ethnography: Researching mobile media through the hand. Mobile Media & Communication, 4(2), 237–251. Retrieved from doi:10.1177/2050157915619958
Pink et al. (2015) Pink, S. , Horst, H. , Postill, J. , Hjorth, L. , Lewis, T. , & Tacchi, J. (2015). Digital ethnography: Principles and practice. London: SAGE Publications Ltd.
Plowman & Stephen (2014) Plowman, L. , & Stephen, C. (2014). Digital play. In S. Edwards, M. Blaise, & L. Brooker (Eds.), SAGE handbook of play and learning in early childhood (pp. 330–341). London: SAGE Publications Ltd.
Plowman, Stephen, & McPake (2009) Plowman, L. , Stephen, C. , & McPake, J. (2009). Growing up with technology: Young children learning in a digital world. Abingdon: Taylor & Francis (Routledge).
Prensky (2001) Prensky, M. (2001). Digital natives, digital immigrants Part 1. On the Horizon, 9(5), 1–6. Retrieved from doi:10.1108/10748120110424816
http://www.q2l.org/ Quest to learn (Q2L) – Middle school and high school. (n.d.). Retrieved from http://www.q2l.org/. Accessed on April 15, 2016.
Régard (2015) Régard, F. (2015). Introduction: Articulating empire’s unstable zones. In F. Regard (Ed.), British narratives of exploration: Case studies on the self and other. New York, NY: Routledge.
Roskos & Christie (2001) Roskos, K. , & Christie, J. (2001). Examining the play–literacy interface: A critical review. Journal of Early Childhood Literacy, 1(1), 59–89. doi:10.1177/14687984010011004
Roskos & Christie (2011) Roskos, K. , & Christie, J. (2011). Mindbrain and play-literacy connections. Journal of Early Childhood Literacy, 11(1), 73–94. doi:10.1177/1468798410390889
Rowsell & Pahl (2015) Rowsell, J. , & Pahl, K. (Eds.). (2015). The Routledge handbook of literacy studies. New York, NY: Routledge.
Salen & Zimmerman (2005) Salen, K. , & Zimmerman, E. (Eds.). (2005). The game design reader: A rules of play anthology (Vol. 23). Cambridge, MA: MIT Press.
Scardamalia (2003) Scardamalia, M. (2003). Crossing the digital divide: Literacy as by-product of knowledge building. Journal of Distance Education, 17(2003), 2001–2003.
Schön (1987) Schön, D. (1987). Educating the reflective practitioner: Toward a new design for teaching and learning in the professions. San Francisco, CA: Jossey-Bass Inc.
Sefton-Green, Marsh, Erstad, & Flewitt (2016) Sefton-Green, J. , Marsh, J. , Erstad, O. , & Flewitt, R. (2016). Establishing a research agenda for the digital literacy practices of young children. A white paper for COST action IS1410. Retrieved from http://digilitey.eu/
Shuler & Ed (2009) Shuler, C. , & Ed, M. (2009). Industry brief: Pockets of potential: Using mobile technologies to promote children’s learning. New York, NY: The Joan Ganz Cooney Center at Sesame Workshop.
Sicart (2014) Sicart, M. (2014). Play matters. Cambridge, MA: MIT Press.
Sonnenschein, Baker, Serpell, & Schmidt (2000) Sonnenschein, S. , Baker, L. , Serpell, R. , & Schmidt, D. (2000). Reading is a source of entertainment: The importance of the home perspective for literacy. In K. Roskos & J. Christie (Eds.), Play and literacy in the early years (pp. 107–124). Mahwah, NJ: Lawrence Erlbaum Associates.
Sørensen, Audon, & Levinsen (2010) Sørensen, B. , Audon, L. , & Levinsen, K. (2010). Skole 2.0. Aarhus. KLIM.
Spencer (1986) Spencer, M. (1986). Emergent literacies: A site for analysis. Language Arts, 63(5), 442–453. Retrieved from http://www.jstor.org/stable/41405642
Street (2003) Street, B. B. V. (2003). What’s “new” in new literacy studies? Critical approaches to literacy in theory and practice. Current Issues in Comparative Education, 5(2), 77–91. doi:10.1016/j.socscimed.2011.02.026
Sutko & de Souza e Silva (2011) Sutko, D. M. , & de Souza e Silva, A. (2011). Location-aware mobile media and urban sociability. New Media & Society, 13(5), 807–823. Retrieved from doi:10.1177/1461444810385202
Sutton-Smith (1986) Sutton-Smith, B. (1986). Toys as culture. New York, NY: Gardner Press.
Sutton-Smith (2001) Sutton-Smith, B. (2001). The ambiguity of play (Vol. 4). Cambridge, MA: Quality Quantity.
http://www.tabletsforschools.org.uk/worldwide-research/ Tablet and e-learning Initiatives Around the World | Tablets For Schools. (n.d.). Retrieved from http://www.tabletsforschools.org.uk/worldwide-research/. Accessed December 5, 2014.
Thompson (2016) Thompson, C. (2016, April 14). The Minecraft generation. The New York Times Magazine. New York, NY.
Thomsen (2015a) Thomsen, S. (2015a). Guide: Sådan vænner du dit barn af med at spille iPad. Retrieved from https://politiken.dk/forbrugogliv/livsstil/familieliv/art5563126/Guide-S%C3%A5dan-v%C3%A6nner-du-dit-barn-af-med-at-spille-iPad
Thomsen (2015b) Thomsen, S. (2015b). Spil på iPad kan bremse børns udvikling. Copenhagen, Denmark. Politiken. Retrieved from https://politiken.dk/forbrugogliv/livsstil/familieliv/art5563185/Spil-p%C3%A5-iPad-kan-bremse-b%C3%B8rns-udvikling
Thornberg (2012) Thornberg, R. (2012). Informed grounded theory. Scandinavian Journal of Educational Research, 56(3), 243–259.
Thornton (1995) Thornton, S. (1995). Children solving problems. Cambridge, MA: Harvard University Press.
http://www.uvm.dk/Aktuelt/~/UVM-DK/Content/News/Udd/Folke/2011/Nov/111108-tjek-lige-ipaden Tjek lige iPad’en. (n.d.). Retrieved from http://www.uvm.dk/Aktuelt/~/UVM-DK/Content/News/Udd/Folke/2011/Nov/111108-tjek-lige-ipaden
Turkle (1984) Turkle, S. (1984). The second self-computers and the human spirit. New York, NY: Simon & Schuster.
Turkle (1995) Turkle, S. (1995). Life on the screen-identity in the age of the internet. New York, NY: Simon & Schuster.
Umino & Dammeyer (2018) Umino, A. , & Dammeyer, J. (2018). Effects of a Danish student-centered prosocial intervention program among Japanese children. Japanese Psychological Research, 60(2), 77–86. doi:10.1111/jpr.12183
Verenikina & Kervin (2011) Verenikina, I. , & Kervin, L. (2011). iPads, digital play and pre-schoolers. He Kupu Early Childhood Education E-Journal, 2(5), 4–19. Retrieved from https://www.hekupu.ac.nz/article/ipads-digital-play-and-pre-schoolers
Vygotsky (1966) Vygotsky, L. (1966). Play and its role in the mental development of the child. Journal of Russian and East European Psychology, 3(3), 6–18. doi:10.2753/RPO1061-040505036
Vygotskii (1978) Vygotskii, L. (1978). In M. Cole , V. John-Steiner , S. Scribner , & E. Souberman (Eds.), Mind in society: The development of higher psychological processes. Cambridge: Harvard University Press.
Vygotsky (2004) Vygotsky, L. (2004). Imagination and creativity in childhood. Journal of Russian and East European Psychology, 42(1), 7–97 (translation from 1967 original).
Weber & Dixon (2010) Weber, S. , & Dixon, S. (Eds.). (2010). Growing up online young people and digital technologies. New York, NY: Palgrave Macmillan. doi:10.1057/9780230109049
Weisberg, Zosh, Hirsh-Pasek, & Golinkoff (2013) Weisberg, D. S. , Zosh, J. M. , Hirsh-Pasek, K. , & Golinkoff, R. M. (2013). Talking it up play as a context for language development. American Journal of Play, 6, 39–54.
Winnicott (2005) Winnicott, D. W. (2005). Playing and reality (1971). New York, NY: Routledge.
Winther-Lindqvist (2009) Winther-Lindqvist, D. (2009). Game playing negotiating rules and identities. Journal of Play, 2(1), 60–84.
Yamada-Rice (2013) Yamada-Rice, D. (2013). The semiotic landscape and 3-year-olds’ emerging understanding of multimodal communication practices. Journal of Early Childhood Research, 12(2), 154–184. doi:10.1177/1476718X12463913
Zagal (2010) Zagal, J. P. (2010). Ludoliteracy: Defining, understanding, and supporting games education. Pittsburgh, PA: ETC Press.
- Prelims
- Chapter 1 Introduction
- Chapter 2 Play, Lege and Asobu: How the Concept of Play Is Defined in Danish and Japanese Contexts
- Chapter 3 Literacies, Play and Experience: The Need to Bridge Distinct Disciplines
- Chapter 4 Making Sense of Play: Transforming Actions into Words
- Chapter 5 The Digital Play Experience Taxonomy (DPET): Mapping and Categorising the Digital Play Experience
- Chapter 6 Penmanship and Hyper-intertextuality Shaping Playful Literacy
- Conclusion
- References
- Index