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Becoming clowns: How do digital technologies contribute to young children’s play?

Lafton, Tove
Journal article, Peer reviewed
Accepted version
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URI
https://hdl.handle.net/10642/8160
Date
2019-07-18
Metadata
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  • LUI - Institutt for barnehagelærerutdanning [242]
Original version
Lafton TL. Becoming clowns: How do digital technologies contribute to young children’s play?. Contemporary Issues in Early Childhood. 2019   https://dx.doi.org/10.1177/1463949119864207
Abstract
Research concerning play and technology is largely aimed at expanding the knowledge of

what technological play may be and, to a lesser extent, examines what happens to children's

play when it encounters digital tools. To explore some of the complexity in play, this article

elaborates on how Latour’s concepts of ‘translation’ and ‘inscription’ can make sense of a

narrative from an early childhood setting. The article explores how to challenge ‘taken-forgranted

knowledge’ and create different understandings of children’s play in technology-rich

environments. Through a flattened ontology, the article considers how humans, non-humans

and transcendental ideas relate to one another as equal forces; this allows for an understanding

of play as located within and emerging from various networks. The discussion sheds light on

how activation of material agents can lead us to look for differences and new spaces regarding

play. Play and learning are no longer orchestrated by what is already known; rather, they

become co-constructed when both the children and the material world have a say in

constructing the ambiguity of play. Lastly, the discussion points to how early years

practitioners need tools to challenge their assumptions of what play might become in the

digital age.
Publisher
SAGE Publications
Series
Contemporary Issues in Early Childhood;
Journal
Contemporary Issues in Early Childhood

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