Abstract

Digital technologies in combination with creative activities have been introduced in schools as a strategy for learning and teaching activities offering scaffolding opportunities. In recent years digital game-based learning (DGBL) activities also has been tried out in schools. In this paper, we examine how collaboration between school children is configured in problem solving activities whilst developing digital game designs. The study is based on a case of a creative workshop with school children (9–10 years of age) where game design activities were applied. Game design activities with the participating children, creative materials and technologies and children’s actions as well as interactions are analysed by using interaction analysis and parts of content analysis. The research questions concern the patterns, features, and challenges that emerge among 9 to 10-year-old school children when collaboratively engaged in problem solving activities? The results of the study show that a sense of community emerged when the children worked on solving the problem of designing and producing a digital game. Hence, when designing for mutuality, the design should allow for the participants’ experience acknowledging an affective awareness of a shared purpose.

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