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dc.rights.licenseUsers may download and share copies with attribution in accordance with a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 license. No commercial use or derivatives are permitted without the explicit approval of the author.
dc.rights.licenseCC BY-NC-ND. Users may download and share copies with attribution in accordance with a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. No commercial use or derivatives are permitted without the explicit approval of the author.
dc.contributorGeisler, Cheryl
dc.contributorZappen, James Philip
dc.contributorRuiz, Kathleen
dc.contributorGrice, Roger A.
dc.contributorKlatt, Colleen
dc.contributor.authorSpina-Caza, Lillian C.
dc.date.accessioned2021-11-03T10:33:20Z
dc.date.available2021-11-03T10:33:20Z
dc.date.created2012-10-03T15:39:58Z
dc.date.issued2012-08
dc.identifier.urihttps://hdl.handle.net/20.500.13015/3606
dc.descriptionAugust 2012
dc.descriptionSchool of Humanities, Arts, and Social Sciences
dc.description.abstractConversations about children and interactive virtual technology (IVT) use vary significantly across disciplines. Discussions about computers, videogames, the Internet and, more recently, mobile applications, range from those confident digitally-rendered experiences enhance creativity and promote IT proficiency, to those more circumspectabout moving too far from the physical world, and the implications of such moves for how children play, develop, and learn. One red thread appearing throughout much of the literature on children and IVT use is a call for young people to be creators and not just consumers of computer culture, producers and not just participants in the virtual worlds they inhabit: it is really a call for technology interactions that support children’s creative agency. A second dominant thread is the call for empirical studies to address the benefits of moving activity from physical to virtual spaces. Both threads are woven together in this experimental study.The research presented here may be groundbreaking on several levels. First, it compares similar physical and virtual activity to determine the effects of mode on creativity and agency perceptions. No other known study has made such a comparison. Second, it brings children’s self-perceptions to the study of virtual play activity so that we might better understand the implications of transferring different types of activities from physical to virtual spaces on concepts of self, considered important to overall cognitive development and academic success. Third, it addresses surprising gender differences found for both creativity and agency perceptions. Finally, it introduces the Creative Agency Model (CAM), a cross-disciplinary framework and formula for how we might approach the study and enrich the design of interactive virtual technology going forward.
dc.description.abstractConversations about children and interactive virtual technology (IVT) use vary significantly across disciplines. Discussions about computers, videogames, the Internet and, more recently, mobile applications, range from those confident digitally-rendered experiences enhance creativity and promote IT proficiency, to those more circumspectabout moving too far from the physical world, and the implications of such moves for how children play, develop, and learn. One red thread appearing throughout much of the literature on children and IVT use is a call for young people to be creators and not just consumers of computer culture, producers and not just participants in the virtual worlds they inhabit: it is really a call for technology interactions that support children’s creative agency. A second dominant thread is the call for empirical studies to address the benefits of moving activity from physical to virtual spaces. Both threads are woven together in this experimental study.The research presented here may be groundbreaking on several levels. First, it compares similar physical and virtual activity to determine the effects of mode on creativity and agency perceptions. No other known study has made such a comparison. Second, it brings children’s self-perceptions to the study of virtual play activity so that we might better understand the implications of transferring different types of activities from physical to virtual spaces on concepts of self, considered important to overall cognitive development and academic success. Third, it addresses surprising gender differences found for both creativity and agency perceptions. Finally, it introduces the Creative Agency Model (CAM), a cross-disciplinary framework and formula for how we might approach the study and enrich the design of interactive virtual technology going forward.
dc.language.isoENG
dc.publisherRensselaer Polytechnic Institute, Troy, NY
dc.relation.ispartofRensselaer Theses and Dissertations Online Collection
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectCommunication and rhetoric
dc.titleMeaningful clicks, significant bricks : perceptions of creative agency in physical and virtual play
dc.typeElectronic thesis
dc.typeThesis
dc.digitool.pid35345
dc.digitool.pid35346
dc.digitool.pid35348
dc.digitool.pid35347
dc.digitool.pid35349
dc.rights.holderThis electronic version is a licensed copy owned by Rensselaer Polytechnic Institute, Troy, NY. Copyright of original work retained by author.
dc.description.degreePhD
dc.relation.departmentDept. of Communication and Media


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Users may download and share copies with attribution in accordance with a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 license. No commercial use or derivatives are permitted without the explicit approval of the author.
Except where otherwise noted, this item's license is described as Users may download and share copies with attribution in accordance with a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 license. No commercial use or derivatives are permitted without the explicit approval of the author.