Abstract

ABSTRACT Background There is a growing interest in the complexity of socio-materiality-making activities in educational and everyday settings. Indeed, maker-centered learning is considered as a socio-materially embodied process in which artifacts and social and emotional dimensions are interconnected. The making process is also found in everyday life when children engage in specific applications – like Minecraft, where they perform activities in a virtual environment. Purpose Starting from analyzing some episodes recorded with a child aged seven, this paper aims to better understand the maker process in a virtual setting with implications for digital literacy and sustainable development education. Design and methods A socio-material approach is privileged to analyze the data collected. Specifically, we will explore the maker activity as a socio-materially embodied process. Sample The research question will be answered with the support of a case study of one child playing Minecraft. Thinking-aloud modality, observation, notes, and pictures are collected. Then, the verbatim from the semi-structured interview is collected in the same session. The entire session is audio-recorded. Results The three dimensions that emerged are: Resources to make digital objects; Digital Objects became Social Objects; Making digital objects became ground for literacy. From this analysis, we can retrace digital literacy in the Minecraft maker activity and some final considerations for teaching in STEM. Conclusion In conclusion, students’ informal activity in a Minecraft setting could become a potential green environment to ground digital literacy. However, this process needs to be scaffolded and amplified with an enriched level of abstract process, critical, and inquiry attitude.

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