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Journal Issue
Volume 14 Issue 2, ECGBL 2015 / May 2016  pp81‑149

Editor: Robin Munkvold

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Editorial for EJEL Volume 14 issue 2 following ECGBL 2015  pp81‑82

Editor Robin Munkvold

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Copycat or Creative Innovator? Reproduction as a Pedagogical Strategy in Schools  pp83‑93

Stine Ejsing-Duun, Helle Marie Skovbjerg

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Abstract: This article explores how student behaviour and interactions change when teachers use producing as a primary pedagogical strategy (Papert, 1980; Ejsing‑Duun and Karoff, 2014). Based on observed student and teacher actions and responses, as w ell as students production, this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations. This paper is based on a large research project called Children as Learning Designe rs in a Digital School (2013…2015), funded by Denmarks Ministry of Education, which included fieldwork in five Danish public schools, involved about 500 students, and comprised six interventions in the first, second, fifth, sixth, and tenth grades. Th e projects empirical data consist of observations, participatory observation, and productions students created during the interventions. This paper presents an analysis of how students were creative and playful while producing learning material as games during three of the projects interventions. The study is based on a specific understanding of the creativity with a point of departure (Boden, 2004; Tanggaard and Wegener, 2015) and playfulness (Karoff, 2013) that occur in learning situations. We app roach creativity and playfulness as new methods of learning, through six areas of change that inform [ƒ]how todays kids play and learn, and, more generally, how they see themselves, relate to others, dwell in place, and treat things (Ackermann, 2013: 119). This paper investigates how educators handle childrens productive processes in a school setting and how teachers can conceptualize and nurture play and creativity as drivers for learning. In this context, the importance of skills and acknowledgeme nt of reproducing and re‑mixing existing materials is discussed. We further argue that playfulness is necessary for creativity to occur. From this point of view, it is possible to understand how learning activities can support creativity„an essential twen ty‑first century skill (Levinsen and Sørensen, 2015). 


Keywords: Keywords:, re-, production, creativity, innovation, playing, learning, games


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Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class  pp94‑110

Panagiotis Fotaris, Theodoros Mastoras, Richard Leinfellner, Yasmine Rosunally

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Exploring Media Literacy and Computational Thinking: A Game Maker Curriculum Study  pp111‑121

Jennifer Jenson, Milena Droumeva

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Educational Games in Practice: The challenges involved in conducting a game‑based curriculum  pp122‑135

Björn Berg Marklund, Anna-Sofia Alklind Taylor

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E‑Learning Sudan, Formal Learning for Out‑of‑School Children  pp136‑149

Hester Stubbé, Aiman Badri, Rebecca Telford, Anja van der Hulst, Wouter van Joolingen

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