Exploring Digital Play and Learning from Early Childhood Across the Lifespan

A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "STEM Education".

Deadline for manuscript submissions: 31 May 2026 | Viewed by 891

Special Issue Editors


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Guest Editor
Department of Culture and Learning, Aalborg University, Kroghstræde 3, 9220 Aalborg, Denmark
Interests: computational play and STEAM in early childhood education; develop teachers’ professional digital competence
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Culture and Learning, University College of Northern Denmark, Aalborg, Denmark
Interests: the intersection of the digitization of play and learning, particularly integrating computational thinking into mathematics and STEAM

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Guest Editor
School of Education, Humanities and Social Sciences, Halmstad University, 301 18 Halmstad, Sweden
Interests: digitalisation; digital learning environments; VR environments for learning; digital/emerging technologies; teachers’ professional development
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

As digital technologies become increasingly embedded in learners’ everyday lives, play and learning are being reshaped in ways that challenge traditional educational boundaries. This Special Issue explores digital play and learning as a dynamic and multifaceted domain spanning from early childhood to adolescence, and from informal to formal learning environments. We welcome contributions that critically engage with how digital tools, ranging from coding toys and apps to virtual worlds, creative platforms, and artificial intelligence, interact with learners’ play, meaning-making, and knowledge construction.

Moving beyond narrowly defined concepts of digital literacy or computational thinking, this Special Issue invites new theoretical, methodological, and empirical perspectives on how digital technologies mediate play-based learning. Topics may include, but are not limited to, creative coding, digital storytelling, game-based learning, hybrid analogue–digital environments, AI in learners’ playful learning, and sociomaterial or sociocultural perspectives on digital engagement. We especially encourage submissions that foreground learners’ agency, creativity, and embodied participation in digital contexts.

By assembling diverse voices across disciplines, age groups, and educational settings, this Special Issue aims to reframe digital play and learning not as a distraction or add-on, but as a generative site for exploration, identity formation, and deeper learning.

Dr. Eva Brooks
Dr. Camilla Finsterbach Kaup
Dr. Emma Edstrand
Guest Editors

Manuscript Submission Information

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Keywords

  • creative coding
  • digital storytelling
  • game-based learning
  • hybrid analogue–digital environments
  • AI in learners’ playful learning
  • sociomaterial or sociocultural perspectives on digital engagement

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Published Papers (1 paper)

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Research

22 pages, 1663 KB  
Article
Computational Play in Early Childhood: Integrating Analog and Digital Tools to Support Mathematical Learning and Computational Thinking
by Eva Brooks, Camilla Finsterbach Kaup, Susanne Dau, Emma Edstrand, Francesca Granone and Elin Kirsti Lie Reikerås
Educ. Sci. 2025, 15(12), 1601; https://doi.org/10.3390/educsci15121601 - 27 Nov 2025
Viewed by 611
Abstract
Although play naturally embeds computational thinking (CT) and mathematical learning in early childhood education, designing developmentally appropriate learning activities that purposefully nurture and extend these competencies remains a challenge. This study investigates how young children engage with foundational mathematical and computational concepts through [...] Read more.
Although play naturally embeds computational thinking (CT) and mathematical learning in early childhood education, designing developmentally appropriate learning activities that purposefully nurture and extend these competencies remains a challenge. This study investigates how young children engage with foundational mathematical and computational concepts through analog (DUPLO®) and digital (Blue-Bot) tools in a play-responsive early childhood education workshop setting. The study adopts a qualitative workshop format aimed at promoting playful exploration and active experimentation, involving eleven 4–5-year-old children and their two teachers. Based on a sociocultural perspective, the findings highlight that mathematics is a human activity embedded in everyday playful practices. In particular, unplugged analog activities, embedded within an open-ended narrative framework, guided and structured the process. Based on these findings, we suggest “computational play” as a framework for developmentally appropriate integration of computational thinking (CT) and mathematics. This framework offers implications for educators seeking to support early CT and mathematical learning in playful, exploratory early childhood education (ECE) environments. Full article
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