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Proceedings of the Fourth Annual Teachers College Educational ...

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Meaningful clicks, significant bricks:<br />

Perceptions <strong>of</strong> creativity and agency in physical and virtual play<br />

Lillian Spina-Caza,<br />

Rensselaer Polytechnic Institute, 110 8th Street, Troy, NY 12180,<br />

Email: spinal@rpi.edu<br />

Abstract: Two important questions define this research: First, does how an activity is<br />

performed – physically or virtually – impact on young people’s perceptions <strong>of</strong> creativity<br />

and agency? And second, is <strong>the</strong>re a connection between mode, self-perceptions, and<br />

gender? An experimental field study conducted at a lower SES, rural elementary school<br />

comparing similar physical and virtual activity found <strong>the</strong> answer to both <strong>of</strong> <strong>the</strong>se<br />

questions is yes. The research presented here makes significant associations between<br />

virtual activity, gender, and young people’s sense <strong>of</strong> <strong>the</strong>ir own creative abilities emerging<br />

through <strong>the</strong> performance <strong>of</strong> play at a popular, commercial children’s Internet<br />

environment.<br />

Interactive Virtual Technology and Children’s Self-perceptions<br />

One <strong>of</strong> <strong>the</strong> “red” threads appearing throughout much <strong>of</strong> <strong>the</strong> literature on children and interactive virtual<br />

technology (IVT) use is a call for young people to be creators and not just consumers <strong>of</strong> computer culture,<br />

producers <strong>of</strong> and not just participants in <strong>the</strong> virtual worlds <strong>the</strong>y inhabit. Frequently, <strong>the</strong> main reasons<br />

cited for encouraging IVT use include <strong>the</strong> development <strong>of</strong> information technology (IT) pr<strong>of</strong>iciency, media<br />

literacy skills, scientific reasoning and spatial skills, and o<strong>the</strong>r informal educational opportunities (Gee,<br />

2007; Hayes, 2008; Kafai, 2006; Loveless, 2007; Livingstone, 2003). Equally compelling reasons for<br />

exploring <strong>the</strong> effects <strong>of</strong> IVT use on young people, however, include a deeper understanding <strong>of</strong> how virtual<br />

environments alter creativity and/or agency perceptions considered essential for a developing child<br />

(Bronfenbrenner, 2005; Craft, 2000; Hart, 1979; Healy, 1998).<br />

Activity Theory (AT) provides a solid basis for this research, as it acknowledges <strong>the</strong> role <strong>of</strong> both individual<br />

creativity and agency in human computer interaction (HCI) (Kaptelinin & Nardi, 2006). AT alone,<br />

however, does not tell <strong>the</strong> entire story. A child’s subjective experiences in virtual play can also provide<br />

critical insights into what types <strong>of</strong> IVT are most supportive <strong>of</strong> contributive play and, consequently, more<br />

supportive <strong>of</strong> learning and development. As Bronfenbrenner (1979) suggests, <strong>the</strong>re is an active and<br />

creative aspect to children’s play, and a young person’s belief in <strong>the</strong>ir ability to reshape or contribute<br />

something to his or her environment, to “discover, sustain, or alter its properties,” is a hallmark <strong>of</strong><br />

development (p. 10). Rog<strong>of</strong>f (1993), too, suggests, though individuals are bound to environment, a<br />

person may be transformed as <strong>the</strong>y “…make a process <strong>the</strong>ir own through <strong>the</strong>ir (necessarily creative)<br />

efforts to understand and contribute to social activity” (p. 141).<br />

AT is enriched by embracing both an Ecological Systems Theory (EST), which views human development<br />

as a process <strong>of</strong> a person’s interactions with his or her environment, and also a Creativity Theory <strong>of</strong><br />

Development (CTD) (Kozbelt, Beghetto & Runco, 2010), which suggests individual and environmental<br />

attributes support or constrain creative activity. The Creative Agency Model (CAM) introduced in this<br />

study brings toge<strong>the</strong>r elements <strong>of</strong> all three to operationalize creativity and agency in <strong>the</strong> context <strong>of</strong> IVT<br />

use. In this model, creativity and agency are considered processes or functions <strong>of</strong> activity-environments<br />

and performance-perceptions. Since <strong>the</strong>re is a dearth <strong>of</strong> empirical research measuring children’s<br />

confidence in <strong>the</strong>ir own creative abilities within <strong>the</strong> context <strong>of</strong> real or virtual activity, CAM <strong>of</strong>fers a robust<br />

way to explore <strong>the</strong> impact <strong>of</strong> moving activity from physical to virtual spaces.<br />

Breaking New Ground in Virtual Studies<br />

An experimental field study was conducted with 42 fourth and fifth graders at a rural, lower SES,<br />

elementary school in upstate New York, to compare <strong>the</strong> effects <strong>of</strong> similar physical and virtual play activity,<br />

isolating for gender. Significant effects were found for both creativity and agency perceptions in response<br />

to virtual play activity. Positive effects were gendered, with girls showing increases in several creativity<br />

dimensions, and boys showing an increase in one <strong>of</strong> four agency dimensions. For boys, feelings <strong>of</strong><br />

71

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