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Titlebook: Creating Digitally; Shifting Boundaries: Anthony L. Brooks Book 2023 The Editor(s) (if applicable) and The Author(s), under exclusive licen

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s, there is a gap in the design of exploratory interfaces to support the discovery and visualization of scientific knowledge, as well as new ways to foster cooperation between the main actors in science, namely researchers. Science is defined by a social dimension where communities of researchers co
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nd materials foster their agency. The chapter will include empirical data where children (3–9 years of age) are engaged with both digital and analogue resources, (LEGO, Minecraft, and Virtual Reality). The analysis was based on data in the form of ethnographic observations, and informal conversation
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ork, when developing digital learning game-based activities. A proposal of an app which aims at cataloguing and evaluating digital educational games is described, emphasising the design process used during its creation. The chapter is organised in four parts: the first underlies the theme and addres
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,New Media Arts—The Thinking Space for Digitality,ia art shapes . and illustrate strategies of interactivity with and without the use of .. Their . works (Peter Weibel, 2012) each reveal new aspects of the digital. Since the late 1980s they have been realizing these works as artist-scientists in research institutions, where they created their own s
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