Reclaiming Creative Exploration: An In Situ Study to Support Process-based Learning Through Digital Making in Low Socioeconomic Schools
Abstract
Secondary school systems often reward predictable, mark-bearing performance, making experimentation feel risky, especially in under-resourced contexts, where time, attention, and materials are tightly managed. We report on an exploratory case study of a charity-led digital arts programme delivered in two low-socioeconomic secondary schools in which immersive (i.e., Virtual Reality) and non-immersive (i.e., tablet-based) digital tools were introduced into Year 7 (400+ pupils, typically aged 11–12) curriculum. Through thematic analysis of the lesson observation notes and student surveys, we show that pupils take more creative risks, value exploration, iterate more, and increasingly learn through and with peers. We characterise shifts in classroom ecology, including shared talk, turn-taking, micro-tutorials, and practices of care and repair that help sustain learning-in-process. Finally, we analyse the breakdowns and trade-offs of deploying off-the-shelf creative technologies in low-resource school routines, and derive deployment lessons for resilient, bottom-up creative technology curricula that fit everyday classrooms.
Fields of Study & Subjects
Creativity in Education and Neuroscience
Educational Leadership and Innovation
Art Education and Development
Publication details
- Journal / source
- Proceedings of the 25th Annual ACM Interaction Design and Children Conference
- Publisher
- ACM
- Pages
- 491–506
- Publication date
- 20 June 2026
- Language
- EN