Saturday Studio offered Sebastian opportunities to explore, make/play, and share a video game he made. The purpose of this study was to examine how Saturday Studio supported and/or confounded the development of personal interests. This section highlights two key themes and suggests implications for future research. The two themes discussed are: (1) Saturday Studio’s environment supported Sebastian’s interest in making a video game and (2) this experience suggests a purpose-driven arts curriculum through making/playing with digital media.
Supporting Hi-tech Interests in the Arts Sebastian arrived to Saturday Studio with hi-tech interests/lo-tech experiences. He engaged in making a video game in a dynamic manner. It appeared he …show more content…
makerspaces) for younger children. Recognizing the maker/player intersection as an important role can lead to a more supportive environment for children as they navigate the different explicit and tacit rules and limitations (and possibilities) of the making process. Arguably, an important goal is to guide students by engaging them in activities that may point toward a specific direction and aid in the development of future career trajectories. This argument should not be dismissed or ignored. Yet should the child always be given a purpose? In contrast, consider the value of the uncertainty and even surprises that occur when children formulate, execute, and manage their making/playing - as well as the possibility that the experience may foster one to visualize and imagine a personally meaningful purpose (Eisner, 2002; Root-Bernstein and Root-Bernstein,1999). It is plausible children may not realize their purpose without explicit scaffolding, or children may appear to be aimlessly playing. This notion may be unobservable or only temporary as children engage in making by playing or playing by making. Nevertheless, this notion of making and playing may lead to what I consider a purpose-driven arts