Index

Isabel Fróes (Copenhagen Business School, Denmark)

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

This content is currently only available as a PDF

Citation

Fróes, I. (2019), "Index", Young Children’s Play Practices with Digital Tablets, Emerald Publishing Limited, Leeds, pp. 131-133. https://doi.org/10.1108/978-1-78756-705-420191002

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/


INDEX

Actor-network theory (ANT)
, 39–40

Agency
, 74

Android
, 46

ANT. See Actor-network theory (ANT)

Apple
, 7–8

Apple store
, 46

Asobu
, 10, 11

Attachment
, 99–102, 115

Automobiles
, 1

Børnehave
, 11–17, 45–46

Branding
, 74

Brazil
, 8

Calligraph
, 1–2

Camera set-up
, 45

Codes overview
, 63–75

Coding experience
, 52–53

Coding process

and decoding codes
, 62–63

focused coding
, 52, 65–72

initial coding
, 52

theoretical coding
, 52, 65–72

Commercial airline
, 1

Communication literacy
, 22

Computer, IT and ICT literacy
, 22

Computer-mediated information
, 21

Computing machine
, 1

Constructionism
, 30

Continuous tapping
, 54

Convergent dragging
, 57–58

Cultural aspects
, 64–73

Curiosity
, 74

Denmark
, 3, 7–9, 12, 13–14

Design
, 82–87, 115

Design and design limitations
, 73

Devices
, 44

Digital competences
, 26

Digital devices, as a new material
, 117–118

Digital ethnography principles
, 46–47

Digital literacy
, 20–27

and play
, 34–38

practice
, 3

Digital penmanship
, 105–106, 115

Digital play
, 7–8

and games
, 25

Digital Play Experience Taxonomy (DPET)
, 77, 115

toyblet taxonomy
, 78–102

attachment
, 99–102

design
, 82–87

interaction
, 94–98

intertwining the
, 102–103

play
, 87–93

vocabulary
, 78–82

Digital spaces
, 32–33

Digital toys
, 33

Divergent dragging
, 56–57

DPET. See Digital Play Experience Taxonomy (DPET)

Dragging (holding)
, 54

Emergent literacies
, 23–25

Engagement
, 73–74

England
, 8

Exploration
, 74

Familiarity
, 49, 73

Focused coding
, 52

Force tapping
, 54, 55

Fun
, 74

Game literacy
, 36, 75

Games
, 25

Gee’s research
, 108

Google play
, 46

Green’s model
, 23

Grounded theory
, 52

Hand knowledge
, 73

Hand typology

continuous tapping
, 54, 57

convergent dragging
, 57–58, 59

divergent dragging
, 56–57, 59

dragging (holding)
, 54, 56

force tapping
, 54, 58

hovering
, 54, 55

long tapping
, 54–56, 58

reach
, 59–60, 61

simultaneous holding
, 58–59, 60

swiping
, 54, 56

tapping
, 54, 55

tilting
, 56, 58

Heterogeneous engineering
, 40

Hoikuen
, 11–17, 45–46

Hovering
, 54, 55

Hyperintertextuality
, 37, 106–107

Hypermedia
, 107

iBooks
, 48

Iconography
, 49

ICT literacy
, 8–9

Identity/digital narratives
, 75

I-mode
, 8

Information literacy
, 22

Initial coding
, 52

Institutions
, 45

Interaction
, 94–98, 115

Internet
, 21–22

Intertextuality
, 106–107

iPad
, 8

iPad Mini
, 46

iTunes
, 48

Japan
, 3, 7–9, 12–14

Ketai
, 8

Language
, 63–64

‘Learn by doing’
, 30, 39

‘Learning by making’
, 30

Lege
, 9–10

Lege (med) iPad
, 10

LEGO
, 9, 110

LEGO city
, 80–81

Leontiev’s theory
, 29

Literacies
, 73

Location
, 45

m-app
, 99–100

Media
, 25

Media literacy
, 20, 22–23, 75

audience
, 23

framework
, 24

language
, 23

production
, 23

representation
, 23

Mediation
, 49

Mobile technologies
, 7–8

Multiliteracies
, 108

Multimodal hyper-intertextuality
, 106–107, 115–116

Multimodality
, 74

Narrativized semiotic system
, 35–36

New Literacies Studies (NLS)
, 23–25

NLS. See New Literacies Studies (NLS)

Notions of space (digital)
, 74

Ownership
, 75

Penmanship
, 105–106

Piagetian theory
, 28, 29

Play
, 3, 7–8, 28–33, 87–93, 115

in children’s interactions
, 3–4

digital
, 7–8

digital literacies and
, 34–38

digital spaces
, 32–33

digital tablets
, 4

to discover
, 46–52

and playfulness
, 30–32

relationship to school
, 8

Play/design expectations
, 64

Play experience
, 73

Playful literacy
, 108–109, 116

Play versus goal
, 49

Pokémon
, 9

Polysemous
, 34–35

Preschool A
, 14

Preschool B
, 14

Preschool C
, 14–15

Preschools

description of

Preschool A
, 14

Preschool B
, 14

Preschool C
, 14–15

and technology
, 15

Privacy
, 49, 73

Problem solving
, 38, 74

Problem-solving magnet
, 49

Quest to Learn (Q2L)
, 34

Samsung
, 7–8

Samsung Galaxy Note 10.1
, 46

Science and technology studies (STS)
, 39–40

Semiotic knowledge
, 64

Sewing machines
, 1

Simultaneous holding
, 58–59, 60

Smartphones
, 7–8

Social practices
, 108

Sociocultural phenomenon
, 23–25

Sociocultural practices
, 108

Spain
, 8

Spil
, 9–10

Spille
, 10

Spille fodbold
, 10

Spille Lotto
, 10

Storytelling
, 49

STS. See Science and technology studies (STS)

Suru
, 10, 11

Swiping
, 54, 56

Tablet
, 3, 4, 7–8, 32, 106

Tablet literacy
, 49

Tablet play
, 3

Tablet semiotics
, 74

Tablet vocabulary
, 49

Talking Tom
, 80–81

Tapping
, 54

Technological literacy
, 22

Technology-oriented culture
, 8

Telegraph
, 1

Telephone
, 1

Theoretical coding
, 52

3D environments
, 35–36

3D printing
, 2

TocaBoca
, 110

Toy
, 74

Toyblet
, 77, 78

Typewriter
, 1–2

Visual literacy
, 22, 27

Vocabulary
, 78–82, 115

Vygotskian theory
, 29

Yaru
, 10, 11