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Evidence Base

Using Digital Sandbox Gaming to Improve Creativity Within Boys’ Writing

Study details

Year: Not reported
Scope: Local
Countries: United Kingdom
Methodology: Empirical research – Experiment/Intervention
Methods of data collection: Interview; Textual / documentary / content analysis
Researched Groups: Children
Children Ages: Kids (6-10 Years old)
Funder: N/A
Has Formal Ethical Clearance: Yes
Consents: Consent obtained from parents; Consent obtained from children
Informed Consent: Consent obtained
Data Set Availability: Not mentioned

Goals

To explore if a technology-based intervention may aid teachers in supporting boys to develop creativity within their writing.

Related publications

All results