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DOI: 10.4018/IJGBL.2017100103 International Journal of Game-Based Learning Volume 7 • Issue 4 • October-December 2017 Copyright©2017,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited. Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment Kerry Chappell, University of Exeter, Graduate School of Education, Exeter, United Kingdom Chris Walsh, James Cook University, Townsville, Australia Heather Wren, University of Exeter, Graduate School of Education, Exeter, United Kingdom Karen Kenny, University of Exeter, Graduate School of Education, Exeter, United Kingdom Alexander Schmoelz, University of Vienna, Vienna, Austria Elias Stouraitis, Ellinogermaniki Agogi, R&D Department, Greece ABSTRACT Thisarticleinterrogateshowaparticularconceptionofcreativity:‘wisehumanisingcreativity’(WHC) ismanifestwithinavirtuallearningenvironment(VLE)withchildrenandyoungpeople.Itreports ontheoutcomesofC 2 Learn,athree-yearEuropeanCommissionfundedprojectwhichintroduced innovativedigitalgamingactivitiestofosterco-creativityintheVLEbetweenplayers.Theoretically thepaperbuildsonpreviouswork,whichhasconceptualisedthepotentialforWHCwithinVLEs, aswellasothereducationalcontexts.WithinC 2 Learn,argumentshavebeenmadeforWHCasan antidotetooverly-marketised,competitivenotionsofcreativity,aswellasforWHCsupportinga view of childhood and youth as empowered—rather than ‘at risk’—within digital environments. Inparticular,thispaperfocusesonoutcomesoftheproject’sfinalpilotinginEngland,Greeceand Austriaacrosstheprimaryandsecondaryageranges.Thisresearchemployedabespokeco-creativity assessmentmethodologydevelopedfortheproject.InordertodocumentWHC,thismethodology optedtoevidencedevelopmentsinlivedexperienceviaqualitativemethodsincludingteacherand student interviews, fieldnotes, video capture, observation and student self-assessment tools. The paper articulates how WHC manifests in C 2 Learn’suniqueVLEorC 2 Space, and its potential to developmorenuancedunderstandingsofcreativityacrossdigitalenvironments.Itthengoesonto considerWHCasausefulconceptforchanginghowwecreatewithinVLEs,andtheimplicationsfor educationalfuturesdebatesandwiderunderstandingofcreativityineducationasalessmarketised andmoreethicallydrivenconcept. KEyWoRdS (WHC), C2Learn, Co-creativity, Digital Gaming, Gameful Design, Social Networking, Wise Humanising Creativity INTRodUCTIoN Inthelasttwentyyears,therehasbeenagrowingshiftinunderstandingcreativityineducation,from anindividualisedconcept,toonewhichiscollaborativeorgroupbased,andwhichis‘everyday’in itsoccurrence(Banaji,Burn&Buckingham,2010;Craft,2002;JohnSteiner,2000;Sawyer,2003). Theseshiftshaveprovidedthefoundationsfornewargumentsforcreativityasa21 st centuryability whichchildren,youngpeopleandcitizensneedtothrivetogetherasaresponsetorapidchangeand 50

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Page 1: Wise Humanising Creativityvuir.vu.edu.au › 36054 › 1 › chappel IJGBL 7(4) article 2.pdf · TheseideasareWiseHumanisingCreativity(WHC)(e.g.Chappell ... requiregameplayerstounderstandthesystemofthegame—orsystems-basedliteracypractices—in

DOI: 10.4018/IJGBL.2017100103

International Journal of Game-Based LearningVolume 7 • Issue 4 • October-December 2017

Copyright©2017,IGIGlobal.CopyingordistributinginprintorelectronicformswithoutwrittenpermissionofIGIGlobalisprohibited.

Wise Humanising Creativity:Changing How We Create in a Virtual Learning EnvironmentKerry Chappell, University of Exeter, Graduate School of Education, Exeter, United Kingdom

Chris Walsh, James Cook University, Townsville, Australia

Heather Wren, University of Exeter, Graduate School of Education, Exeter, United Kingdom

Karen Kenny, University of Exeter, Graduate School of Education, Exeter, United Kingdom

Alexander Schmoelz, University of Vienna, Vienna, Austria

Elias Stouraitis, Ellinogermaniki Agogi, R&D Department, Greece

ABSTRACT

Thisarticleinterrogateshowaparticularconceptionofcreativity:‘wisehumanisingcreativity’(WHC)ismanifestwithinavirtuallearningenvironment(VLE)withchildrenandyoungpeople.ItreportsontheoutcomesofC2Learn,athree-yearEuropeanCommissionfundedprojectwhichintroducedinnovativedigitalgamingactivitiestofosterco-creativityintheVLEbetweenplayers.Theoreticallythepaperbuildsonpreviouswork,whichhasconceptualisedthepotentialforWHCwithinVLEs,aswellasothereducationalcontexts.WithinC2Learn,argumentshavebeenmadeforWHCasanantidotetooverly-marketised,competitivenotionsofcreativity,aswellasforWHCsupportingaviewofchildhoodandyouthasempowered—rather than ‘at risk’—withindigitalenvironments.Inparticular,thispaperfocusesonoutcomesoftheproject’sfinalpilotinginEngland,GreeceandAustriaacrosstheprimaryandsecondaryageranges.Thisresearchemployedabespokeco-creativityassessmentmethodologydevelopedfortheproject.InordertodocumentWHC,thismethodologyoptedtoevidencedevelopmentsinlivedexperienceviaqualitativemethodsincludingteacherandstudent interviews, fieldnotes, video capture, observation and student self-assessment tools.ThepaperarticulateshowWHCmanifests inC2Learn’suniqueVLEorC2Space,and itspotential todevelopmorenuancedunderstandingsofcreativityacrossdigitalenvironments.ItthengoesontoconsiderWHCasausefulconceptforchanginghowwecreatewithinVLEs,andtheimplicationsforeducationalfuturesdebatesandwiderunderstandingofcreativityineducationasalessmarketisedandmoreethicallydrivenconcept.

KEyWoRdS(WHC), C2Learn, Co-creativity, Digital Gaming, Gameful Design, Social Networking, Wise Humanising Creativity

INTRodUCTIoN

Inthelasttwentyyears,therehasbeenagrowingshiftinunderstandingcreativityineducation,fromanindividualisedconcept,toonewhichiscollaborativeorgroupbased,andwhichis‘everyday’initsoccurrence(Banaji,Burn&Buckingham,2010;Craft,2002;JohnSteiner,2000;Sawyer,2003).Theseshiftshaveprovidedthefoundationsfornewargumentsforcreativityasa21stcenturyabilitywhichchildren,youngpeopleandcitizensneedtothrivetogetherasaresponsetorapidchangeand

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constantuncertainty(Chappell&CraftwithRolfe&Jobbins,2011;Craft,2011;Robinson,2015).Simultaneously,muchhasbeenwritten,especiallyintheUnitedKingdom,regardingthemultiplerhetoricsofcreativitywhichplacedifferingemphasesoncreativity’ssocial,cultural,democraticandpersonaldimensionsandtheirinfluencesoncreativityinlearningandteaching(Banaji,Burn&Buckingham,2010;Sefton-Green,Thomson,Jones&Bresler,2011).Developingwithinthisshiftingconceptuallandscapeareacollectionofideasthathaveemphasisedtheimportanceofco-creativitywithineducation,theroleofgenerativepossibilities,thequestionoftheethicalimpactofcreativity,andtherelatedpedagogicaldynamics.TheseideasareWiseHumanisingCreativity(WHC)(e.g.Chappell&Craft,withRolfe&Jobbins,2011;Chappell&Craft,2011;Chappell&Swinford,inpress;Craft2013),PossibilityThinking(PT)(e.g.Burnard,Craft&Grainger,2006;Craft2002;Craft,2014),andthe‘4Ps’ofcreativeengagement(Craft,2011).TheyspotlightandchallengethedominanceofWestern-centric,marketisedcreativity,positingamorehumanisingethicallyawarealternativewhichviewschildrenandyoungpeopleasempoweredcreativecontributorsalongsideadults.

Togetherandseparately,thesetheorieshavebeenelaboratedfromempiricalresearchinavarietyofeducationalsettings(e.g.Chappell&Jobbins,2015;Chappell,Slade,Greenwood,Black&Craft,underreview;Craft&Chappell,2014;Cremin,Burnard&Craft,2006;Cremin,Chappell&Craft,2012).Together,theyputforwardastrongtheoreticalargumentforbettergraspingthemeaningofcreativityasdistributedbetweenpeople,objectsandideas(e.g.ChappellwithCraft,Rolfe&Jobbins,2012;Craft,McConnon&Matthews,2012)andfortheneedtoengagewiththeconsequencesofcreativeactivityasethicallyladen(e.g.Chappell,2008;Craft,2013).Primarily,theseideashavebeenappliedinformaleducationwithinamultitudeofsettingsincludingwithingeneric(e.g.Craftetal.,2012),arts-based(Chappelletal.,2011)andscience-based learningcontexts(Craftetal.,2014;Cremin,Glauert,Craftetal.,2015).Mostrecently,triggeredbyCraft(2011),thiscollectionof ideashasbeenappliedwithinexplicitlydigitallydriveneducationalcontexts (Chappell,Craft&Walsh;2014;Walsh,Chappell&Craft,2017;Walsh,Craft,Chappell&Kouloris,2014;Walsh&Whitehouse,2017).Thishasbeenwiththeaimofchallengingmorecompetitively,individuallyderivedconceptionsofcreativitywithindigitallearning(e.g.Edwards-Groves,2011;Tapscott,1996;Walsh,2007)andofplacingastrongeremphasisoncollaborationandethics.

ThisconceptualentryintothedigitalarenawasmarkedbytheCreativeEmotionalReasoningComputationalToolsFosteringCo-CreativityinLearningProcesses(C2Learn)1Project(www.c2learn.eu).Thiswasathree-yearEuropeanCommissionfundedresearchinitiative,whichaimedtointroduceandpilotan innovativeVLE to fosterco-creativity in learningprocesses in formaland informaleducational settingswithseven internationalpartners.Rather than focusoncreativecompetitionand‘winning’,theC2Learncomputationaltoolsandenvironmentweredesignedtoincorporatethefundamentalelementsofco-creativitysuchasWHC,PT,the4Ps(Walshetal.,2014;Walshetal.,2017)aswellas reframing(Stenninget.al,2016)andemotive lateral thinking (Scaltsas,2016).TheseincludedtheWHCnotionthatthecomputationaltoolscoupledwithengagingexperiences,couldpotentiallyencouragestudentstogoonjourneysof‘becoming’(Chappelletal.,2012).Thesejourneysarebasedonthereciprocalrelationshipbetweentheparticipants’creativeideasandtheirdevelopingidentity.Astheyco-create,itisarguedstudentscollaborativelyandcommunallydevelopnewideasbutastheythemselvesarethesubstanceofthoseideas,theyarealsocreatingor‘becoming’themselves.Inthissense,studentsthroughco-creatingwitheachotherandVLE’sartificialintelligence(AI),aremakingandbeingmade.Thesejourneysarecharacterisedbyco-participativegenerativity(studentsplayingwithoneanother,withadultsandAI),withinsharedgroupcreativeidentities,forexamplewithinthedigitalquests,gamesandactivities.Thetoolsalsoraisedilemma-basedquestions

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astotheconsequencesofplayers’digitalcreativeactions,theethicsofwhichinformthejourneysofbecoming;hencetheuseoriginallyoftheterm‘humanising’(Chappell,2006;2008).

TheC2LearnVLEwasinfluencedbyagamefullearningdesign(Walshetal.,2014)sothatthesejourneysofbecomingwere informedbyplayersexperiencing thecorePossibilityThinking(PT)activitiesof‘whatif’and‘asif’thinking(Craft,2002;Craft,Chappell&Walsh,2013).Thesebothrequiregameplayerstounderstandthesystemofthegame—orsystems-basedliteracypractices—intermsofhowthegameandgameplayerworktogetherinacyberneticrelationship,effectingvariousactions of the digital game by successfully understanding and navigating those structures thatunderlietheirparticipation(Walsh,2010).Thisnavigationwasdesignedtobeinformedbythe4Psofplayfulness,possibility,participationandpluralities(Craft,2011).

Asadesign-basedresearchinitiative,itwasvitalthattheC2Learnprojectincorporatedformativeand summative evaluative feedback embedded within piloting activities (Scaltsas, Stenning &Alexopoulos,2014).Withinabroader researchmethodologyanddesign, appliedacrossGreece,EnglandandAustria,thisaimedtoallowresearcherstoevidencewhetherWHC,PTandthe4PsweredevelopedthroughparticipationinC2learn’sVLE(seemethodologybelowandWalshetal.,2017).Thiswasachievedthroughthemainprojectresearchquestion,whichwasappliedacrossarangeofpilotcontexts:Howdoparticipantsmanifestco-creativitythroughC2Learngameplay?TheC2Learndigitaltoolsandenvironment’sgamefullearningdesignwasthereforeacomplexintegrationofcollaborativeandethicallydrivencreativitytheoryandpractice,understandingsofdigitalengagement,andformativeandsummativeevaluationprocedures(Chappelletal.,2014;Craftetal.,2013;Walshetal.,2017).

ThisarticlereportsontheoutcomesofthefinalstagesoftheformativeandsummativeevaluationandresearchpilotingoftheC2LearnenvironmentorC2Spaceandhowchildrenandyoungpeopleengagedwithitinordertomanifestco-creativity.Inordertoframetheanalysisanddiscussionoftheseoutcomesthenextthreesectionsexplaintheproject’sVLEorC2Space,thedetailoftheC2LearnconceptualframeworkwithitsrelatedliteratureandthentheC2LearnLearningDesign.

C2Learn’s VLE or C2SpaceInC2Learn’sVLEorC2Space(Figure1),studentsandteachersindividuallyandcollaborativelyexplorenewideas,faceandovercomechallenges,playgamestoassisttheminreachingtheirgoalsandconnectwithothersthroughengaginginfun,contextuallyrelevantandmeaningfulplayful‘C2Experiences’.TheC2Spaceencouragesexplorations,gamesandqueststhatprovidestudentsandteacherswithmultipleopportunitiestoputforthnewideas—meaningfultothemandtheircommunities—thatrequirethemtoimaginemorenewideasorsolveproblemsviaplayfulC2Experiences.Inthisjourney,theyareassistedbyeachotherandAIorCo-CreativityAssistants(C2Assistants)thatinteractwiththemandtheirteacherstochallengetheirestablishedthinkingpatternsandenablethemtousemechanismsofcreativethinkingandtheirimagination.

C2Learn Conceptual FrameworkC2Learn’saimistofosterco-creativitywhichisdefinedasnoveltywhichemergesthroughsharedideasandactionsandinvolvesparticipantstakingintoaccounttheimpactofthatnovelty.Withinthisframework,PT(Craft,2010),theprocessofmovingfromwhatistowhatmightbewasaguidingprincipleforC2Learnco-creativity,andwascloselyconnectedtothe4P’sofcreativeengagement(Craft,2011).Theseare

• Pluralities(opportunitiesforlearnerstoexperimentwithmultiplepluralitiesofplaces,activities,personalidentities,andpeople);

• Possibilities(opportunitiesforpossibility thinking, transitioningfromwhat is towhatmightbe,co-constructingwithothersthroughtheC2Learnexperience,designing,editing,extending,andexploringcontent);

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• Participation(opportunitiesforlearnerstotakeaction,makethemselvesvisibleontheirownterms,andactasagentsofchange);and

• Playfulness(opportunitiesforuserstolearn,createandself-createasactiveandconnectedusersintheiremotionallyrich,virtualandactualplay-worlds).

Craft’stheorisingsitswithinthefluxofviewingchildrenandyoungpeople‘atrisk’asinneedofprotection(Frechette,2006),andviewingthemasempoweredandmovingbeyondadult‘control’(Newburn,1996).ApplyingPTandthe4PswithintheC2Learndesignwasaboutacknowledgingchildrenandyoungpeople’scapacityforgenerativepossibilityinVLEs,whilstensuringthattheyarenotplacedinunnecessarilyriskysituations.

FramedinthiswaybyPTandthe4Ps,Scaltsasetal.(2014),andChappell,CraftandWalsh(2014)arguedthatthiskindofco-creativitycouldbecatalysedviathetoolsandstrategiesofCreativeEmotionalReasoning(CER)contributingtogeneratingWHCbetweenC2Learnparticipants.CERdrawsoncognitivescienceresearchandreferstoaprincipled,unifyingtheoryofnon-linearthinkingtechniquesthatfosterco-creativity.Premisedonanotionofcreativityasaninterventionresultinginreframing,CER’ssetofcorecreativelearningtoolsaimedtosupportthemanifestationofWHCbyprovidingmethodsforthedisruptionofestablishedthinkingroutinesandpatterns.WHCandCERwerethereforecoupledtogethertoprovidethefivekeycategories,whichcharacterisedC2Learnco-creativity.Scaltsasetal.(2014)andChappelletal.(2014)arguedthatwhenengagedinco-creativity,C2Learnparticipantswould:

Figure 1. The C2Space

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• Generate,exploreandenactnewideaswithavaluableimpactonthecommunity,discardingotherideasthatlacksuchpotential(ethicsandimpact)

• Posequestions,debatebetweennewideas,findwaystonegotiateconflictortogoinadifferentdirectiontoothersifconflictisnotresolved(dialogue)

• Takechargeofdifferentpartsof thecreativeprocess,understanding therulesof thesystemandhowdecisionshaveconsequences,makingdecisionsaroundnewideasandtakingaction(s)throughvariousscenariosand/orquests(control)

• BeimmersedintheC2Learnenvironment,andpossiblyaddictedtogameplay,exploration,questsand/ortheinteractivedramaplayedoutwithinit,aswellasinreal-worldspaces.Suchimmersionwillsometimesleadtotakingrisksandgeneratingsurprisingindividualorcollaborativeideas(engagedaction)

• Havetheirthinkingandactiondisruptedbytheenvironment’scomputationaltoolsembeddedwithinwhichareCERnon-linearthinkingtechniques.Thiswillthemmovethemawayfromestablishedroutinesandpatterns(interventionresultinginreframing)

Chappelletal.(2014)arguedthatco-creativitywouldthereforeoccurinC2Learnasanactiveprocessofchangeguidedbycompassionorthecloseandactiveawarenessoftheneedsandhopesofothers(Chappell,Craft,Rolfe&Jobbins,2012)andreferencetosharedvaluesderivedfromVLEusers’collaborativethinking,sharedaction,gameplayandsocialinteraction.Theywentontoarguethatovertime,smallincrementalpersonalchangesorjourneysofbecomingwouldresultfromtheirWHC.ThisisbecausethereisacorereciprocalrelationshipwithinWHCbetweencreativityandidentityinwhichascreatorsmake,theyarealsobeingmade.Thereisthenthepotentialforthesesmallerchangestoaccumulateincrementallytogethertofuellargerscalecommunalchange.Chappelletal.(2011)refertothisas‘quietrevolutions’whichgrowfromthebottomup,andalignpersonalwithwidervalues.WithinC2Learn,bothanalogueanddigitalactivityhasthecapacitytogeneratethesequietrevolutionsasplayerscreateindividually,collaborativelyandcommunally.TheC2Spacewasthereforecarefullydesignedtofacilitatethis;theprojectLearningDesignisdescribednext.

C2Learn’s Gameful Learning designC2Learn’sLearningDesignanditsgroundinginthedigitaldesignliteraturehasbeendetailedatlengthelsewhere(Chappelletal.,2014;Walshetal.,2014;Walshetal.,2017),butbrieflyforcontexthere,attheheartoftheC2LearnLearningDesignisthe‘playful’digitalgamingandsocialnetworkingenvironmentor“Co-creativityspace”(C2Space).Figure2showsascreenshotoftheC2Spaceinaction.

The C2Space allows students to draw on their gaming literacy to interact creatively andcollaborativelywitheachother(Apperley&Walsh,2012;Beavis,Bradford,O’Mara,andWalsh,2009).Figure2showsaC2Spacepageofferingethically-drivenquestsinthemiddlewhichwhenselected offer the choice of games to be played within the quests; 4scribes (Eladhari, Lopes &Yannakakis, 2014), Iconoscope (Liapis, Yannakakis, Alexopoulos & Lopes, 2016) and CreativeStories(Koukourikos,Karampiperis&Karkaletsis,2016)beingthe3mainC2LearngamesavailableintheC2SpaceorVLE.Designedinthisway,theC2Spaceaimstoleveragegames’deeplysatisfyingpropertiesthrough‘playfulexperiences’,orC2Experiences.Withinthese,playerscanautonomouslyandcollaboratively:explore;faceandovercomechallenges;playgamestoassisttheminreachingtheirgoals;connectwithothersbyengaginginfunandmeaningfulactivities;andevidencecompassionandsharedvaluesorputforthnewideasthatrequireotherstudentstoimaginenewideas.Thisprovidesaco-collaborativecontextforthemtoshiftfrom‘whatis’tonewpossibilitiesof‘whatmightbe’.Figure3,then,showsoneoftheC2Learngames,4Scribes,inthemiddleofplaywhereplayersareco-generatinganethicallydrivenstory.

Intheirjourney,playersareassistedbyeachotherandAIorCo-CreativityAssistantsthatinteractwiththem.OneoftheseAssistants(theMadScientist)canbeseeninthetoprightofFigure3fromthe4Scribesgame.WithintheC2Space,engaginggameaffordancesareused,includingfeedback,

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Figure 3. 4Scribes game mid-game

Figure 2. C2Space in action

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agency,emotion,andrelevantchallenges,overgamifiedelementssuchaspoints,levels,andrewards.Figure2,above,showsdifferentcolourediconsfortheC2Learnfeedbacksystemontheright-handside.ThesearebettersuitedforC2Learnbecausetheyhavethepotentialtoincreasestudents’intrinsicmotivation(Amabile,1998)andcapacityforactivelearninginawaywhichismoresympathetictothewidergoalofWHC(Deterding,2012,2013).ThistakesplacethroughplayfulC2Experiences,asopposedtogame-orientedstrategies.This‘gamefuldesign’stanceaddressesthewidely-theorisedcritiqueofgamificationwithingamestudieswhicharguessuchgameorientedstrategiesprovideprimarily extrinsic rewardmotivators (Nicholson,2012).The intentionof theC2LearnLearningDesign’s gameful design is to harness students’ motivation and engagement through enjoyablelearningandagoal-orientedapproachthatfostersco-creativity(incorporatingbothWHCandCER).

Classroom-basededucationalscenariosusedwithintheC2Spaceprovideaframeworkinwhichdigitalgamesareusedtohelpdeepenstudents’relationshipswithreal-lifecontextsthroughactionandplay,tofacilitateco-creativity(Dimaraki&Koulouris,2013).Thecorescenariosweredevelopedin an iterative co-designed process with teachers and in collaboration with school communities(Dimaraki,Schmoelz,Koulouris,2013).Theyareappropriateforarangeofcontextsandlearners,andaddressspecificlearningobjectives.Theyalsoprovideacontentframeworkinwhichtheinnovativetechnologiesandpracticesoftheprojectaredeployed.ExamplesofthekindsofscenariosdevelopedcanbeseeninFigure2wherethequestscontainelementsofthescenariosofferedtothestudents(CreativityFuturesintheclassroom).Duringpiloting,studentsplayedwithC2Learngamesdescribedabove.Themethodologydescribedbelowwasdesignedtodocumentthemanifestationoftheirlivedexperienceofco-creativity,includingWHC.

METHodoLoGy

ThecollaborativeC2Learnprojectaimedtorespondtothemainresearchquestion:Howdoparticipantsmanifestco-creativitythroughC2Learngameplay?ThemethodologydrewonStenningandMichell’s(1985)evaluation incognitivescienceaswellasoneducational/arts informedevaluation (Craft,Chappell&Best,2007;Chappell&Greenwood,2013).Amixedmethodsapproachtodatacollectionwasused,seekingtodocumentbothchangeandthelivedexperience(VanManen,1990)ofchildren,youngpeopleandtheirteachers’engagementintheC2Space(Walshetal.,2017).Repeatresearchvisitsgaveresearcherstheopportunitytotrackchangeovertime.

PilotingIntheSpringandSummerof2015theC2Learngames,withintheC2SpacewerepilotedinschoolsinEngland,GreeceandAustria.DetailsareshowninTable1.Inthetable,thetermprimarycoversthe10-12agerangeandthetermsecondaryisusedforthe15–19agerange,withoneEnglishandtheAustriansiteasecondaryschool,andoneEnglishsiteasettingofFurtherEducation.IntheEnglishprimary1 and2, site activitywas focusedaround the4Scribesgame,using themespromoting‘sustainability’and‘animalwelfare’todelivercreativewritingsessionswithintheEnglishcurriculum.IntheGreekprimaryactivitywasfocusedonthe4ScribesgameleveragingtheGreekhistoricalperiodundertheOttomanruleengagingstudentsinsocietalissuesatthattimeandaseriesofethicaldilemmasbasedonunprecedentedgeographicalsituations.IntheEnglishsecondary1siteactivitywasfocusedaroundthe4ScribesgameusinganethicaldilemmatakenfromtheSociologycurriculum.InEnglishsecondary2,siteactivitycentredonusingin-gamechallengesfromCreativeStoriesandExploreandExpand.IntheAustriansecondary,siteactivitycentredonpersonalandsocietalchallenges,whichwereidentifiedbythestudents.Theeducationalactivitywasfacilitatedwithmixedplayfulpedagogies(Schmoelz,2016;Schmoelz,inpress)involvinggame-basedlearning,gamificationandgame-baseddialogues.

Pilotingprimarilyusedthe4Scribesdigitalgame(Figure3),wherebyparticipantsco-createdastory,situatedwithinadesignatedscenario.Gameplaywiththeolderparticipantgroupsusedthe

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CreativeStories(seeFigure4),IconoscopeandExploreandExpand(seeFigure5)applications.Wherethetableshowsuseofpaperprototypesthiswasbecauseofissueswiththetechnology’sstability,bothintermsofthesoftwareandaccesstoitviaschoolfirewalls.Progressinrectifyingtheseissuesacrossthelifeofprojectpilotingwasextremelyslow,andsothisfinalpilotphasedidnotusedigitaltoolsasadvancedasoriginallyintendedandtheplannedtimeperiodswerealsosomewhatcurtailed.

Table 1. Piloting across three countries

Location of Pilots

Ages of Participants

Number of Participants

No. of Sessions

No. of Research

visits

Tools used for pilot

App used for pilot

Teacher interview conducted

Video/audio used

for data collection

English primary 1

10 24 3 2 Paper 4scribes yes audioandvideo

English primary 2

10 16 5 2 Digital 4scribes yes video

Greek primary 10-11 24 2 2 Digitalandpaper

4scribes yes audioandvideo

English secondary 1

17-19 4&9 2 2 Paper 4scribes yes audioandvideo

English secondary 2

15-16 5 2 2 Digital Creativestoriesexploreand

expand

no audio

Austrian secondary

17-19 12 30 5 Digitalandpaper

4scribesIconoscope

creativestories

yes Audioandvideo

Figure 4. Creative Stories

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ThecategoriesandcharacteristicsshowninTable2,developedfromtheconceptualframeworkdetailedabove,wereusedthroughoutthepilots,toenableresearcherstofocusonthecoregoalsoftheco-creativityframeworkforWHC.

Figure 5. Explore and Expand

Table 2. WHC Elements of Co-creativity Categorisation scheme

Category Characteristics

Attendingtotheethics and impact of ideas

1.Createsnewassociationsbetweenideas2.Activelyexplorestheconsequencesofthenewlycreatedassociationsbetweenideas3.Exhibitsawarenessofandconcern/interestfortheimpactofnewideasonthegroup’svalues4.Activelypromotestheideasthataredeemedvaluablebythegroup

Engagingindialogue 1.Engagesindebateoverideas2.Promotesdialoguewithgroup(posesquestions,respectsdifferentviewpointsand/orencouragesmembersofthegrouptovoicetheirideas3.Activelynegotiatesconflictand/orseeksalternativepath

Beingincontrol 1.Takesaleadingroleduringdifferentphasesofthecreativeprocess2.Exhibitsafirmgraspoftherulesinthesystemunderlyingthechallengesfacingthegroups3.Takesdecisionsandinvestigatesaction

Engaged action 1.Immerseshim/herselfintheexperienceofthecreativeprocess2.Facilitatesimmersionintheexperienceofthecreativeprocessfortherestofthegroup3.Willingnesstotakerisksand/orleavehis/hercomfortzone

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data CollectionQualitativedatacollectionmethodsdeterminedtheextenttowhichstudents’andteachers’participationintheC2SpacehadthepotentialtofosterWHC.Clearprotocols(Scaltsasetal.,2014;Walshetal.,2017)weredevelopedbyarepresentativeteamfromthe3pilotcountriesinordertoensurethattoolswereusedasconsistentlyaspossible.ThereweresixmaintoolsforcollectingdataintheC2Learnpilots;thesearedetailedinTable3andTable4.Gameplayaudioandvideocapture(Foster,2006)allowedobservationofphysicalandlinguisticbehaviour,whilstself-assessmenttools,suchascreativitywheels(seeFigure6andFigure7intheAppendix)(drawingonEdmond,2005;Spencer,LucasandClaxton;2012);andparticipationaxes(ChappellandCraft,2011)wereusedtounderstandhowstudentsexperiencedC2Learn.Thesemethodswereaugmentedbyteacherobservations,gatheredduringinterviews(Kvale,1996),whichfollowedasemi-structuredschedule,andresearcherfieldnotes.

IntheEnglishpilotsitestheclassteacherrequesteda‘gatekeeper’role,wherebytheyselectedparticipatingchildren,identifiedtimesforplayandforresearchvisits,anddesignatedthelocationofplay.Thiscontrolprecludedthefulluseoftheprotocols.InAustriaandGreeceteachersandassistantsco-designedlearningactivitiesandthewayinwhichC2Learntoolswereimplementedinregardtolearningoutcomes.Thiscollaborationfacilitatedthefulluseofthedatacollectionprotocols,andisanapproachrecommendedwherepossibleforfuturepilotingofthiskind.

data AnalysisForthisarticle’sfindings,richinstancestakenfromtheaudioandvideowereusedtoidentifywhetherthe WHC characteristics listed in Table 2 were inherent in the digital contexts within C2Space.Analysiscommencedwithcodingtothepre-specifiedcategories,whereinstanceswereclassifiedasstrong,mediumorweak.Stronginstanceswerethentranscribed.Thisanalyticstagewasextremelythoroughwithidentificationcriteriahonedbetweenresearchersfromthethreecountries.Thisaimedforagreementonwhatvisuallydefinedarichinstanceieevidenceofthekeysub-categoriesinorderthatresearcherswerenotsimplyover-assumingthepresenceofWHCbecausetheVLEhadbeendesignedtofacilitateit.Triangulationofthestronginstanceanalysiswasconductedbyatleastonememberoftheresearchteamfromeachlocation,usingaprocessofblindanalysisfollowedbycomparison,againtowardagainstassumption.Thetriangulatedanalysisandstrongrichinstanceswerethenanalysedinconjunctionwithanalysisoftheteacherinterview,fieldnotesandself-assessmenttoolsinlightoftheresearchquestions,inordertoproducethesecondstageanalysis.Itwasimportantthatdetailedfilmanalysiswasthefirstlevelanalyticprioritywithteacherinterviewsandstudentself-reportusedforanalyticverificationratherthanleadinganalyticoutcomes.Itmustbetakenintoaccountthough,thatWHCcategoriescouldbesaidtobeapparenttoparticipantsthroughthecreativitywheelandteacherinterviewquestionstructure,aswellasthroughteachers’interestandinvolvementintheC2Learnprojectintentions.Thiswasafurtherreasonforprioritisingfilmrichinstanceanalysisoverthesedatasources.Followingthissecondstageanalysis,thedatawasthenanalysedbothgeographicallyandwithinageranges,resultinginoverallprimaryfindingsandoverallsecondaryfindings.Aswehavewrittenuptheanalysisofthefindingsbelowwehaveacknowledged,whereappropriate,howthedifferentactivitiesundertakenindifferentcountriesarelikelytohaveimpactedonthewayinwhichfindingsvary.

Quality and TrustworthinessTrustworthiness, quality, and rigour were ensured via adherence to the principles of credibility,transferability,dependabilityandconfirmability(LincolnandGuba,1985)withparticularattentionpaidtodataandcolleaguetriangulationtechniques,negativecaseanalysisandevidenceofcleardatatrailsforallcodingandcategorisation.

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EthicsTheassessmentmethodologywasunderpinnedbyaclearsetofethicalprinciples.EthicalprocedureswereinformedbytheguidelinesoftheBritishEducationalResearchAssociation(BERA)(2011)aswellastheDataProtectionAct(DPA)(1998)andDirective95/46/EC.Digitaldatawascollectedandstoredfollowingthisstrictethicalprotocol;Owncloudfilehostingallowedsecurestorageaccessibletoallresearchteams.

FINdINGS

Thefindingsreportedinthispaperarestructuredusingtheco-creativitycategorizationframeworkanddrawonthecross-siteanalysisrespondingtothequestion:Howdoparticipantsmanifestco-creativity

Table 3. Methods used with descriptions

Method used during research

visits

When used in research visits

How method was utilised Expected outcome of method used

VideoandAudioRecording

Duringgameplay Focusedononegroupandensuredalldialoguewasrecorded.

IdentificationofWHCcategoriesduringgameplay.

Fieldnotes Duringgameplay ResearchermadenotesofWHCcategoriesobservedduringgameplay.

IdentificationofWHCcategoriesduringgameplay.

SocraticDialogue(SD)Plenarysessionconductedbyteacher

Followinggameplay TheSDwasasemi-structureddialoguewithagroupofstudents.Theresearcherutilisedopen-endedquestioning.Studentswerealsoaskedtoidentify3importantthingsofthesession.

TheSDand3importantthingswereusedinordertogainabetterunderstandingofthestudents’reasoningprocessesandexperiencesasregardsaparticulargameplaysession.

TeacherInterview FollowinggameplayandSocraticdialogue

Theseinterviewswererecorded,andnotesweretakentosupplementtherecording.Theinterviewersusedacombinationofopenandclosedquestions.

Interviewrecordingswereusedinordertounderstandaspectsoftheteachers’pedagogyandpedagogicalstrategieswithintheC2space,aswellasinvitingtheteachers’observationsacrossthe5categoriesofWHC.Theinterviewsalsohelpedusidentifyteachers’perceptionsoftheirstudents’co-creativitythroughtheirindividual,collaborativeandcommunalinteractionswithintheC2Space.

Co-creativitywheeldrawingoncreativitywheeldesign,butusingtheC2LearnWHCcategoriestopopulatethewheels.

Followinggameplay StudentswereaskedtotickwhichWHCcategoriestheydidabit,quiteabitoralotduringgameplay.

Forself-evaluationoftheWHCcategoriesidentifiedofgameplay.

Axes FollowinggameplayandcompletionofCo-creativitywheels

Studentswereaskedtoplottheirparticipationandpossibilitiesontheaxes

Forself-evaluationofparticipationandpossibilitiesofgameplay.

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throughC2Learngameplay?Theanalysiswascarriedoutfortwoseparateagegroups,10–12yearolds(primaryfindings)and15–19yearolds(secondaryfindings)whicharepresentedseparatelybelow.

10 – 12 year oldsEachofthefivesub-categoriesofco-creativityisevidencedinturnforthisagegroup.Intermsoftheethicsandimpactsub-category,therewasasmallamountofdata(e.g.atleastthreerichinstancesinEnglishprimary1)acrossthethreesiteswhichsuggestedsomestudentswereexhibitingawarenessandconcernfornewideasaboutthegroup’svalues,exploringandactioningnewideasthatmakeadifference(wheeldatashowedstudentsmostlyratedthemselves‘quitealot’here)andcreatingnewassociationsbetweenideas.Insupportofthis,theEnglishprimary2teacherobserved:“theydidthinkaboutethicalissuesmorethroughthissystem”andtheGreekteachercommentedtothiseffecttoo.AlsoinGreece,withinthegeographyscenario,Sakis,astudentpointedoutthatgameplay“putsmeinthoughtprocess”and“it(gameplay)dependsonpeoples’imagination”,highlightingthatstudentswereexploringnewideas.AnEnglishprimary2studentwasalsoseensteeringtheethicaltrajectoryofthestory:“MeandMetalMarioaregoingtoshareit,we’regoingtostealitfromyou–I’mgoingtobelikeRobinHood,stealitfromthewealthygiveittothepoor”.

Across all three sites, dialogue was mostly used for debating ideas. In English primary 1,the teachernoticed that studentsweredebating theirco-constructedstory:“ithadengaged themenoughforthemtokeepgoing,discussing,andgoingoverwhatthingshadhappenedandwhattheymightchange”. InEnglishprimary1, rich instancesofdataanalysis indicated thatdialoguewasmoreevidentinthesecondpilotandwasusedforquestioningstorylineandcollaboration.Wheninterviewedtheteacherreported,“Ithinktherewasanelementof‘astorycan’tbecompetitive,’itcanbecollaborative”.Thiswasevidencedinself-assessmentdatawheremoststudentsthoughtthattheyworkedwithotherpeoplequitealot.IntheGreekPrimarySchool,theteacherconfirmedthatbythesecondpilot,dialoguewasoccurring.TherewasastrongrichinstanceinEnglishprimary2,whenJaboscussaid“I’mthewomanofwater.Wehadthisargumentlasttime.Tobe‘of’somethingmeanstobemadeofit.”Hewasposingquestions,andalsoattemptedtodrawtheresearcherintotheconversation,wideningthedialogue.

Acrossallthreesettingsanalysissuggestedthatcontrolwasevidencedthroughtakingchargeofthestory,individuallyorinteams,inordertogetthestudent’sending.InEnglishprimary1,fieldnotesindicatedthat:“Usingthesymbolthatwasinthemagicunicornhoofshebroughteveryonebacktolife”.Therewasasmallamountofdatatosuggestthatsomestudentsweremainlydecidingand

Table 4. Actual number of methods used in pilots

Location of Pilot

Research visit 1 Research visit 2 Supplementary data

Wheels Axes Socratic dialogue

Field notes

Video Teacher interview

Wheels Axes Socratic dialogue

Field notes

Video Teacher interview

Plenary notes

3 things

Englishprimary1

8 8 2 1 2 0 24 24 4 1 6 1 0 3

Englishprimary2

4 4 1 1 2 0 12 12 1 1 3 1 1 4

Englishsecondary

1

0 0 1 1 1 1 9 9 1 1 1 1 0 0

Englishsecondary

2

5 5 1 1 1 0 5 5 1 1 1 1 0 0

Greekprimary

24 24 1 1 2 1 22 22 1 1 2 1 2 0

Austriansecondary

12 12 1 2 1 0 12 12 1 3 1 1 0 0

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actioningtochangethestoryperspective.Englishprimary2providedthelargestevidencecount,wherethechildrenwereenabledtobedecisive,regardlessofability,andthemethodstheyemployedseemtoevidencealevelofconfidencewhichtranscendedgameplayability.Forexample,theteachernotedthemcontrolling“continuity”and“re-engineeringtherulestomeettheirownends”.TheGreekdatashowsthissub-categoryas‘indevelopment’withtheteacherreporting,“Ithinkiftheyplayedmore,theywouldhavestartedtoseethoselinksalittlebitmoreclearly.Theirabilitytomanipulatetheeventstotheirownconclusion,Ithinkthatwouldhavegotbetterwithexperience”.Thisisanexampleofwheretheamountofactivitycarriedoutindifferentcountriesinfluencedtheanalysisoutcomewithincountriesdifferently.

Acrossallthreepilotsites,engagedactionwasmainlyevidencedviaimmersionwhereitwasobservedasstudentsbeingengagedthroughoutensuringtheirstoriesflowedfromonetoanother.TheEnglishprimary2teachernoted:“C2Learn-theyhavebeenengaged.They’vewantedtodoit”.Thiswasalsodemonstratedinarichinstanceregardingengagementleadingtosurprisingideas,whenChiChiinventedacard,sayingthatshehadforgottenheroriginalcards.Hercardwasparticularlyusefultoherinachievinghersecretending.Overallmostofthestudents,usingtheself-assessmenttoolsacrossthe3sites,ratedthemselvesonengagementandtakingrisksasquitealot.TheGreekteacher highlighted how students took risks when immersed in the VLE: “they tried to presentsomethingneweveniftherehadsomedifficulties”.Although,therewassomenegativeevidenceinthissub-category,wherestudentsacrosssitesshoweddisengagementin-betweenturns.

Regardinginterventionandre-framing,evidencesuggeststhatEnglishstudentswerecreatingconnectionsbetweenideas,developingnewperspectivesandsometimesgoingbeyondthematerialprovided;moreso inEnglishprimary2 than1.Forexample, inEnglishprimary1,Bobbysaid:“CanIsaywhothepersontalkingis?”ashewantedtochangethenarrativeperspectiveandBrianasked:“Shouldn’tTheElderWomanofWaterbeagainsttheGirlofFire?”inordertotrytochangethecollaborativestoryintoaconflictingone.InEnglishprimary2usingstimuliincreativeactivitywasevidencedwhenachildsawthecharacteronthecardinamorepersonalisedway,asthe‘windgrandma’ratherthantheoldwomanofwind’.Theauthoringoftheco-creativestoryitselfalsoappearedtostimulateimaginativethoughtprocesses.Theteacherbelievedthat“assistingwithcardsdoeshelpthemwhentheygetstuck…itstartsyourimaginationworking.”IntheGreekPrimarySchool,therewaslimitedevidenceofinterventionandreframing,buttheself-assessmenttoolsshowedthatstudentsdidbelievetheywereusingthestimulusalotorquitealottothinkinnewways.

For the10–12-year-oldsacrossall threecountries, all five sub-categorieswereevidenced,althoughtodifferentdegrees.Thissuggeststhatforthisagegroupco-creativity,andthereforeWHC,wasmanifestingduringinteractionwithinandaroundtheproject’sVLEthroughgameplay,despitetheshortenedpilotingperiodsandtechnologicalissues.Thispointisstrengthenedbythefactthatevidenceistriangulatedaboveforeachcategorynotonlyacrosscountrybutalsoacrossthevarietyofdatasources,includingstudents’self-assessment.Havingsaidthis,thereweresomesub-categorieswithinwhichGreekstudentsdidnotshowasmuchdataasEnglish,namelyinterventionandre-framing,withdialogue,andbeingincontrolincreasingacrosstimeintheGreeksite.Perhapstobeanticipated,therewaslittleevidenceofjourneysofbecomingorquietrevolutionsintheprimarydatabecauseofthecurtailedlengthofthepilotsandcontinuoustechnicalchallengesoftheC2Spaceonthetablets.Thiswillbeconsideredfurtherinthediscussionandconclusion.

15 – 19 year oldsAcrossallthreecountries’pilotseachofthefivesub-categoriesofco-creativityisevidencedforthisagegroup.

Uponanalysis,thedataevidencedthatthe15to19-year-oldswerethinkingabouttheconsequencesoftheirideasinregardstoethicsandimpact.Englishsecondary1teacher’scommentssupportedthis:“Somestudentsweregivenaloverscardandtheyweresuggestingthatperhapstherapistandthevictimendedupbecomingloversandpartners”,“Thatwasquiteachallengingidea”.InEnglish

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secondary2,asmallamountofevidenceintherichaudioinstancesanalysisshowedstudentstoneddowntheirsuggestionwhichwasoriginallymockinganotherstudent.Alsointhissite’sstudentself-assessmentco-creativitywheels,thestudentsratedthemselvesasquitealotoralotforexploringnewideasandmakingapositivedifference.AustrianstudentswroteabouthowhumankindtreatstheenvironmentwhichisindicativeoftheuniqueactivitieswithinwhichtheirC2Learnexperiencetookplace,andwhichinfluencedtheirtrajectory.Itwasextremelyimportantforthemtogenerateastorylineaboutdestructionbutalsoaboutinjusticeandprejudicesagainstpeoplewhofightthesystem.Demonstratingthis,Andrewsaid:“Maybeweshouldwritethatpoliticsandhumansbecomemoreradical,excludeeveryoneandtheartistswanttodosomethingagainstit.”Theendofthestudents’storytookafirmstandagainstthewaymankindtreatstheenvironment,withonestudentsaying:“Ireallybelievethatanintenseendingcanhavemoreimpact.”

TherewassomeEnglishdataandnumerousAustrianexamplesofstudentsengagingindialogueviadebating,negotiatingconflictandposingquestions.Teacherinterviewanalysisevidencedstudentsbeingrespectfulandreflective,ratherthanopenlyconflicting:“theywererespectingeachother’sideasandopinions,theyseemedtobethinkingmore,reflectingmore”.InEnglishsecondary2,therewasevidencefromrichinstancesofdialogueinallpilotssupportedbyfieldnoteswhichstated:“…discussiontookplacebetweenafewofthestudents”and“allstudentstookpartinthediscussionofthestory”,andwhichalsorecognisedconflictor“banter”asadriver.InEnglishsecondary2self-assessmentwheels,thestudentsratedthemselvesasworkingontheirownandwithothersquitealotoralot.Austriansecondarydataexamplesalsoevidencedthisinthefollowingdiscussion:

• Andrew:“Okay.Wehavetocomeupwithanend.Maybetheforestisbeingdestroyedbyatornado.”

• Annette:“Theforestwascutdown.”• Francine:“No,that’stooapocalyptic.”• Andrew:“Yes,that’strue.”

Students debated different ideas and dialogued to consider consequences, and come to acollaborativeend,where,asFrancineput it:“The ideaswerecomingfromeveryone”.Theheadteacherconfirmedthatstudentssometimeshadstrongdebates,butalsopointedoutthattheylistenedandrespectedopinions.

Therewasasmallamountofdatatosuggestthatstudentsweretakingcontrol.Englishsecondary1showedaverysmallamountofevidence(basedaroundonefilmrichinstance)ofstudentstakingchargeofthecreativeprocess,withfieldnotesidentifyingonestudentusingcontroltoputastoptothedirectionofthestorywhereonestudentwantedtoeliminatethedilemmabykillingoffallinvolvedapartfromtheinnocentbaby.Englishsecondary2dataalsosawstudentstakingcontrolviatypingandwhosestorylinestheychosetoincludewhereoneplayertookcontroltotype,whileanotherothertookcontrolofthewordswhichwerebeingadded.However,fieldnotesalsoshowsthisstudentgivingthecontroltoothers:“Thisstudentalsostartedtoincludeothersmorebyaskingthemtocontributeindividually,thuslettinggoofthecontrolofthedirectionofthegame”.InEnglishsecondary2,ontheco-creativityself-assessmentwheels,moststudentsratedthemselvesasbeingincontrolquitealot.Austriandatashowedgirlsandboyssuccessfullyleadingatdifferenttimes.Theirheadteachernotedthat“theclassleaders,thegroupleaders…setthetone.”Andthefieldnotesbackedthisupwhere“Thereisanobviousleaderinthegroupwiththeboys.”

DatasuggestthestudentswereengagedintheVLEacrossallthreepilotsites.InEnglishsecondary1,datafromfieldnotesillustratedstudentswereengagedwithC2Learn’sgamesduringtheirturnsandshowedagoodunderstandingof the storyline.Rich film instancesalso showedonestudentsometimescomingupwithsurprisingideaswhenimmersedin thegame.In interview,a teacherconfirmedthis:“theyseemedtobethinkingmore,reflectingmoreperhaps”.ImmersioninEnglishsecondary2alsoappearedtobemaintainedthroughconflictandbanter,asevidencedinfieldnotes

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wheretheywereengagedinstoryconstructionmostofthetimebutalsousedthestoryintheirbanterinbetweenturns.Englishsecondary2self-assessmentwheelsillustratedstudentsthoughttheywereengagedandtakingrisksquitealot.Austriandataalsoshowedimmersionfromanumberofsourceswhereitresultedinsurprisingideas,suchasatreebeingthenarratorofthestoryinsteadofusingahuman’sperspective.TheHeadteachercommented:“Theyengagedveryheavilyinit…theywereverymuchpartofthewholeprocessandveryinvolved.”AlthoughAustriandataalsoshowedsomeissueswithimmersion–bothstudentsnotengagingwithtabletsbecauseoftechnicalities,andnotwantingtoengageoutoftheircomfortzone,forexampleindance.ThisisanotherexamplewheretheactivityinfocusinfluencedtheAustriandata,perhapsintermsoflevelsofimmersionbecauseofthedisciplinebeingtaught.Regardingsustainedimmersion,thestudentsthemselvessaidthatbeingpartofagroupmadeiteasiertoconcentrate.However,bothteachersandresearchersreporteddifferentfindingssayingthat:“Theydistractedeachother.”

Inthethreesites,therewasasmallamountofdatathatsuggestsstudentswereusinginterventionandreframing,andwereawareofhowitfunctioned.Evidenceshowedstudentswereinterveningandreframinginordertodevelopanewperspectiveonthechallenge,whichledtothecreationofsurprisingideasthatweresometimesethicallydriven.IntheEnglishsecondaryschools,richfilminstancesshowedastudentreframingaperspectiveonrapeinasurprisingandethicallychallengingway,consideringtheconsequencesofa“rapist…return[ing]tolookafterthebaby”.Therewasaverysmallamountofre-framingevidenceinfieldnoteswhereitwasnotedstudentsreframedwordstofitinwiththeirowndirectionofthestoryandaddedtheirownwordsinunusualways.Thiswasalso reinforced in rich instanceswherea student reframed theaccumulationofhisown ideas togenerateamorecreativeentry.TheEnglishco-creativityself-assessmentwheeldatashowedmixedevidenceofreframingfromalottoalittlebit.AustriansecondarydataevidencedinterventionandreframingthroughtheSocraticDialogues.Forexample,studentsmentionedonestoryturningpointandstatedthattheendingwasthemostimportantaspect.Oneparticipantwantedthe‘wholeuniversetodecay’whilstothersthoughtthiswas“toodramatic”sayingthat:“theearthdyingdoesn’tmeanthateverythingelseisdyingaswell”.Theyallagreedonthatmomentbeingthemostcrucialpartofthestoryandwereveryreflectiveabouttheirpersonalopinions.

Aswith the10–12yearolds, for the15 -19yearolds across the three sites all five sub-categorieswereevidenced,althoughagaintodifferentdegrees.Fortheseolderstudentsco-creativity,andthereforeWHCtoo,wasmanifestingusingtheC2LearnVLEandindialogues,gameplayanddiscussionsoutsidetheVLE.Thispointisstrengthenedbecausetheevidenceistriangulatedforeachcategoryacrossthevarietyofdatasources,includingstudentself-assessment.Andevenmoresothantheprimarydata,thesecondarydatafrombothcountriesisstronglytriangulated.ThisisperhapsbecauseoftheintensityoftheAustrianpilotstructureallowingforanindepthC2Learnexperiencewhichmanifestedalltheco-creativitycategories.However,aswiththeprimarydata,overallthereisalmostnoevidenceofjourneysofbecoming,andinturnnoquietrevolutions.

dISCUSSIoN

Acrossallthreecountries,thesepilotswereundertakenusingbothpaper-basedanddigitalprototypes.Thegoalwasforallfinalphasepilotstobewhollydigitalandlonger,butasexplainedearlierthiswasnotpossible.And,yet,thecollecteddataprovidesanunderstandingofhowparticipantsmanifestco-creativityincludingfledglingWHCthroughC2Learn’s4Scribes,CreativeStories,ExploreandExpandandIconoscopegames.

Approachestounderstandinghowchildrenandyoungpeoplemanifestco-creativityinVLEsisnew.C2LearnhasproposedandnowillustratedacrossthreeEuropeancountriesthatco-creativityincluding fledglingWHCcanmanifest forchildrenandyoungpeople ina specificallydesignedVLE.Forthe10–12yearoldsacrossallthreecountries,allfiveco-creativitysub-categorieswereevidenced,withinterventionandre-framingevidencedtheleast.Thisindicatesthatfortheyounger

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childrentheywereattendingtoethicsandimpact,engagingindialogue,feelingliketheywereincontrol,andengaginginaction.Ifweseereframingasastagewhichmightresultfromthesecombinedprocesses,thisperhapsexplainswhythiswasleastevidenced.Childrendidnotreachthispoint,nordidtheyachievejourneysofbecoming.The15–19yearoldsmoreconsistentlymanifestedallfivesub-categories.ThisisperhapsbecausetheyareolderandmorequicklyabletoengagewithC2Learn’scomplexities,aswellastheAustrianstudentsexperiencingaweek-longintenseproject;anexampleofdifferenttimelinesinfluencingdatamanifestationindifferentcountries.Evensotheyalsodidnotachievejourneysofbecoming.

So,althoughWHCwasnotfullyevidencedthroughto journeysofbecomingandcombinedquietrevolutions,wewouldarguethatthegamefuldesignoftheVLEdidfosterco-creativity,whichincludesthecoreelementsofWHC.OtherstudiesshowedthatspecificelementsoftheVLE,suchas4scribesenableddimensionsofco-creativity,suchasco-determinedactions(Schmoelz,inpress).Intime,withfurtherdevelopmentandtestingover longerperiods, theC2LearnVLEis thereforehighlylikelytohavethecapacitytofosterfully-developedco-creativityandWHC.ItisintendedthatthroughtheC2Space’sstructureofchallenges(e.g.4Scribes),buildingintoachievingcreativemissionswithinwiderquests,thereistheframeworktobuildindividual’sjourneysofbecomingviacollaborativeandcommunalactivitiesandachievementstodevelopVLE-basedquietrevolutions.

Thefindings then,contributenewunderstandingsofcreativitywithinVLE’s.HowcantheycontributetounderstandingWHCitself?Thisisthefirsttimetheconcepthasbeenconsideredwithindigitalenvironments,whichisparticularlyinterestingasWHCwasfirstconceptualisedinadanceeducationcontext(Chappelletal.,2011).WHCiscertainlymanifesteddifferentlyinC2Learncomparedtoartscontexts. InC2Learn theemphasisoncontrolvia forexample4-Scribes turn-takingviaasharedtablet,isstrongerthaninartscontextswhereitislessaboutcontrolandmoreaboutdistributedleadership(e.g.Chappell&Swinford,inpress).Butunderstandingthecreativepowerdynamicsisstilltheimportantcommonalitybetweenthetwocontexts–reinforcingthisasakeycomponentofWHCwhateverkindofcontextitisbeingconsideredwithin.InC2Learnthedialogueispresentbutonlypartiallyembodied,incontrasttoChappelletal.(2012)andCraft(2013)’soriginaldiscussionsofWHCwhichemphasisetheimportanceofembodimentperse.Andyetinterestinglybecauseofthemixedanalogue/digitaldesignofC2Learn,embodimenthasstillbeenapartof thedialoguesevidencedintherichinstancesabove.Theyhavenotremainedwhollyverbalordigitallywritten.ThisisperhapsanimportantnewpointbothforunderstandingcreativityinVLEs,andunderstandingwhatitmeanstonurturecreativitygroundedinthebodyinadigitalenvironment.Whatisclearisthatembodiedengagementperseispossibleinmixeddigital/analoguecreativeprocesses.Thisisanimportantlessonfortheongoingdesignofco-creativitynurturingwithandthroughco-creativeparticipationinVLEs,aswellasunderstandingthatWHC,withembodimentatitscore,neednotbelimitedtodisciplinesormodesoflearningwhicharetraditionallymorefocusedonthebody.

InC2Learn,wehavenotseenfully-developedmakingandbeingmade,viatheinteractionbetweenidentityandcreativity(Chappelletal.,2012)mostprobablybecauseoftheunavoidablyshortenedpilotperiod.However,thestrengthofevidenceforbothagegroupsdemonstratingawarenessofethicsandimpact,thinkingabouttheconsequencesoftheirdecisionsonthosearoundthemistelling.Makingandbeingmadecomesfromanembodied,oftenfeltexperienceofempathisingwithothers(Reid,1980)–empathisingtoconsiderimpactandchangecreativedecisionsaccordinglyisevidencedhere.Onthesegrounds,wewouldarguethatwithlongerinteractionwithintheC2LearnVLE,itishighlylikelythatmakingandbeingmadecouldoccur.ConsideringtheethicalityofcreativeimpactshasbeenpositedasanotherkeycomponentofWHCwhateverthecontext.Returningtoargumentsthatweshouldpushagainstmarketisednotionsofcreativitytoincorporateethicsgroundedinmakingandbeingmade(Chappell,2008,2011;Craft,2013),thesefindingsshowthatthiscouldbepossibleindigital environments.VLEsaremoreoftencharacterised incompetitiveandconsumer-driventerms.Andherewecanargue,withevidencefromthreeEuropeancountries,thatengagementin

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educationalVLEscanbedrivenbyethicalcreativitywhichinturnengagespositivelywithchildrenandyoungpeople’sidentityformation.

Thereisnodoubtthatthisstudyacrossthreecountrieshasitslimitations.Thisisinpartduetothefactthatsomeofthefindingsemergefromheproject’spaper-basedprototypeswhenthedigitalgamesthemselvescouldnotbeaccessesinsomeschoolcontextsduetofactorsoutsidetheproject’scontrol.Furthermore,thenumberofstudentswhoparticipatedinthestudyusingC2Learn’sgames,acrossthethreeagespansislimited,makingitdifficulttomakesubstantialclaimsaboutthesuitabilityofactivitieswithVLEstofostertoWHC.Thatiswhywehavecalled,whathasbeenevidenceda‘fledgling’WHC.InthissenseC2Learn’sVLEorC2Spacedoesevidenceseemstobepromisingbecausethefindingsdoillustratestudentshavedevelopedmorenuancedunderstandingsofcreativitythroughparticipationwithinadigitalenvironment.Thisinturnsillustrates,thattheconceptofWHChasthepotentialtochangehowstudentscreatewithVLEs.

CoNCLUSIoN

ThisarticlehasprovideddatafrompilotstudiesinAustria,EnglandandGreece,inbothprimaryandsecondarysettingsthatinvolvestodate, thelargeststudentpopulationengagingwithaVLEenvironmentgamefullydesignedtofosterco-creativity.Despite technologicalproblems, thedatademonstrates co-creativity including fledgling WHC across all sites within varied educationalactivities,withtheindicatedpotentialthattheVLEscouldnurturejourneysofbecomingandquietrevolutionsintime.Itthereforemakesanewcontributionbothintermsofarticulatingandevidencingco-creativitywithinVLEs,andevidencingWHCinanewcontextandhoningitscoreelementswhichmanifestacrosscontexts.

Steppingbacktogainawiderviewofcreativityineducation,thesefindingsalsodemonstrateyoungpeoplecreatingtogetherinVLEsresponsiblyandcapably;anddifferentlytothatwhichwouldnormallybeanticipatedinmorecompetitivelystructuredVLEs.AsCraft(2013)argueditshouldbepossibleinternationallytodecouplecreativityfromamarketisedagendathatseesyoungpeopleasatriskandvulnerablewhendigitallyengaged.C2Spacecreatesadigitalenvironmentwhichcanbeintegratedwithanaloguepedagogywithinwhichyoungpeoplecanpotentiallymakeandco-createtheirowncollectivechangeinresponsetochallenges.ThisisCraft’s(2013)argumentinaction.OneofthemostrecentC2Learnquestsfocusesonthequestion‘Whatisthefutureofcreativityinschools?’(seeFigure2).ThepresenceofthisdemonstratesthatC2Spacemightbeusedevenmoreexplicitlytocontributetoalteringthepathofoureducationalfutures.Itmightnotonlyactasacurriculumteachingtoolfornurturingco-creativity,butmightalsohelpstudentsandteacherstoquestiontheverystructures(digitalandanalogue)withinwhichtheyareworking.AlthoughonlyinitsinfancythisapproachtoWHC-fuelledVLEsthereforehaspotentialbothasacreativeteachingandlearningtool,andasapowerfulimplementforeducationalchange.

ACKNoWLEdGMENT

TheC2LearnprojecthasbeensupportedbytheEuropeanCommissionthroughtheSeventhFrameworkProgramme(FP7),undergrantagreementno.318480(November2012–October2015).Weareextremely grateful to colleagues across the consortium for their collaborative work on bringingC2Spaceintobeingdespitethechallengesweallfaced.WearealsogratefultothoseteachersandstudentsacrossEuropewhoworkedwithusonpilotingbothpaperanddigitalprototypes,andfor

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theirvaluablefeedback.Finally,thispaperisdedicatedtoouresteemedandmuchlovedcolleague,ProfessorAnnaCraft,whoverysadlydiedduringthisproject.Whilewemissworkingwithher,wearegladtobeabletocontinueourcollaborativeworkthroughpublicationssuchasthis.

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ENdNoTES

1 TheC2LearnprojecthasbeensupportedbytheEuropeanCommissionthroughtheSeventhFrameworkProgramme(FP7),undergrantagreementno.318480(November2012–October2015).ThecontentsofthiswebsitedonotrepresenttheviewsoftheEuropeanCommissionandtheCommissioncannotbeheldresponsibleforanyusewhichmaybemadeoftheinformationcontainedtherein.Responsibilityfortheinformationandviewssetoutinthiswebsiteliesentirelywiththeauthors.©C2LearnConsortium,2012-2015.

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APPENdIX

Figure 6. C2Learn Creativity Wheel: Younger Students

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Figure 7. C2Learn Creativity Wheel: Older Students

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Please recommend this Publication to your librarianFor a convenient easy-to-use library recommendation form, please visit:http://www.igi-global.com/IJGBL

Volume 7 • Issue 4 • October-December 2017 • ISSN: 2155-6849 • eISSN: 2155-6857An official publication of the Information Resources Management Association

all inquiries regarding iJgbl should be directed to the attention of:Patrick Felicia, Editor-in-Chief • [email protected]

all manuscriPt submissions to iJgbl should be sent through the online submission system:http://www.igi-global.com/authorseditors/titlesubmission/newproject.aspx

Adaptive games design for game-based learning • Design of educational games for people with disabilities • Educational video games and learning management systems • Game design models and design patterns for game-based learning • Instructional design for game-based learning • Integration and deployment of video games in the classroom • Intelligent tutoring systems and game-based learning • Learning by designing and developing video games • Learning styles, behaviors and personalities in educational video games • Mobile development and augmented reality for game-based learning • Motivation, audio and emotions in educational video games • Role of instructors • Virtual worlds and game-based learning

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The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.

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