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Please note that all times are shown in the time zone of the conference. The current conference time is: 19th Aug 2026, 20:19:25 EET
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20 SES 07 A: Intercultural Learning through Creativity and Dialogue
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20. Research in Innovative Intercultural Learning Environments
Paper Board Games as Educational Tool for Researching Intercultural Pedagogy in Formal and Informal Learning Spaces 1: Universidad de Valencia, Spain; 2: Universidad Autónoma de Barcelona, Spain Presenting Author:In contemporary European higher education, student disengagement and declining attendance in traditional lecture-based courses have become persistent challenges. Enrolment in a course does not necessarily translate into active participation in classroom, particularly when students perceive limited relevance or engagement in the learning process (Freeman et al., 2014). This phenomenon is closely related to the predominance of teacher-centred methodologies, in which students often assume a passive role (Bonwell & Eison, 1991). In response to these limitations, active learning approaches have been increasingly promoted as effective strategies to foster motivation, participation, and meaningful learning (Prince, 2004), aligning with European educational priorities that emphasise competence-based learning, intercultural education, and civic engagement. Within this pedagogical shift, board games emerge as innovative educational tools capable of promoting key competences such as collaboration, inclusion, negotiation, creativity, and emotional regulation (Kuo et al., 2023; Zagal et al., 2006). However, not all board games are inherently pedagogical. In higher education contexts, their educational potential depends on intentional adaptation and integration into instructional design, particularly when collaborative dynamics are prioritised (Johnson & Johnson, 2009). From this perspective, board games can contribute not only to cognitive learning but also to the development of social and intercultural competences, which are central to European frameworks for lifelong learning and democratic citizenship. The theoretical foundations of this study are also informed by leisure pedagogy, which conceptualises leisure as a meaningful experiential space that allows individuals to transcend routine and engage in personally and socially significant activities (Stebbins, 2008). Participation in leisure activities has been associated with enhanced well-being and quality of life (Kleiber, et al., 2011; Maebara & Yamada, 2025). Nevertheless, not all leisure activities possess pedagogical value. From an educational perspective, the selected tools must be deliberately chosen to address specific needs, gaps, and areas for improvement among learners (Cès et al., 2024; Gee, 2003; Mauri-Medrano et al., 2024). This highlights the importance of intentional pedagogical design in game-based learning experiences. In addition, empirical research has further demonstrated the educational potential of board games in learning contexts. Findings from the Technological Institute for Child and Leisure Products (AIJU, 2019) indicate that the increasing presence of digital devices in classrooms reduces the time devoted to play-based activities and may constrain opportunities for meaningful learning. At the same time, learners show a clear preference for traditional board games, particularly those adaptable to educational settings and conducive to collaborative interaction with peers and adults. These results reinforce the relevance of analogue, cooperative games as pedagogical resources in formal education.
Game-based learning has been widely examined, particularly in childhood education (Zosh et al., 2018), but its potential in higher education remains comparatively underexplored. Games can be conceptualised as social laboratories in which participants develop attitudes, acquire knowledge, internalise rules, and practise real-life situations within safe and structured environments (Klabbers, 2018). Empirical evidence suggests that games constitute effective pedagogical tools across different age groups and can be implemented in diverse educational contexts, including formal and non-formal learning environments (Wouters et al., 2017; Whitton, 2018). This perspective resonates with European educational policies that advocate for the integration of formal, non-formal, and informal learning to promote social inclusion and intercultural dialogue. Therefore, the present study analyses the pedagogical potential of collaborative board games as innovative tools for enhancing student engagement, intercultural learning, and the development of social and emotional competences in higher education. By combining creative pedagogy, leisure pedagogy, and game-based learning, the research seeks to contribute to current debates on educational innovation and to provide evidence-based insights into the role of collaborative games in transforming university teaching practices within the European educational landscape. Methodology, Methods, Research Instruments or Sources Used This study adopts a qualitative and participatory research design aimed at exploring the educational potential of collaborative board games in intercultural higher education contexts. The research was developed through four interconnected phases grounded in the theoretical perspectives of creative pedagogy, leisure pedagogy, and game-based learning. First, a review of academic literature on creative pedagogy, leisure pedagogy, and cooperative games was conducted in order to establish criteria for selecting ludic dynamics oriented towards cultural diversity, social norms, and democratic values. This selection process was carried out in collaboration with external experts and stakeholders, including Ekilicua, a company specialising in educational toys, the Verkami network of education professionals, and several third-sector organisations. This interdisciplinary collaboration ensured the pedagogical relevance and social applicability of the selected games. The educational intervention was implemented in the course Intercultural Pedagogy within the Pedagogy Degree programme at the University of Valencia. The participants were 20 third-year undergraduate students aged between 20 and 28 years. A series of two-hour sessions was organised in cooperation with civil society organisations. In the first session, the organisation Youth and Development introduced the concept of the “hate pyramid” and facilitated a reflective discussion on the role of civil society in preventing discrimination and promoting social cohesion. In the second session, the YMCA organisation, a neighbourhood characterised by high cultural diversity, implemented an adapted version of the “Solidarity Goose Game”. This cooperative board game was redesigned to address challenges related to debunking myths, questioning stereotypes, and promoting social justice. Next, “Don Bosco association” presented its work in higher education with a focus on hate prevention. During this phase, the competitive board game Vyrus was transformed into a cooperative educational tool. University students actively participated in the adaptation process, modifying the original game mechanics to combat hate speech and promote intercultural understanding. The adapted game included cards representing vulnerable groups, messages of care, and examples of hate discourse, and the resulting prototype was tested in a classroom session with the university participants. Next, the research was extended to a broader educational community. This phase was conducted in collaboration with the Joan Regla Library, which provided a space for workshops and play-based activities. At the end of the pilot phase with university students the Gamex scale (Parra-González et al., 2021) was administered to evaluate the learning experience. This instrument measures dimensions such as enjoyment, abstraction, creative thinking, activation, absence of negative effects, and dominance. Conclusions, Expected Outcomes or Findings Overall, students obtained high scores in enjoyment, emotional activation, and the absence of negative feelings, whereas lower scores were observed in other dimensions. These findings can be interpreted positively, as the board game addressed complex real-life social situations that did not require competitive dominance or creative problem-solving, but rather critical reflection and social awareness. This suggests that, through careful pedagogical planning and the selection of appropriate collaborative games, educators can align specific games with targeted educational objectives and values. Regarding their learning experience, students reported that the use of board games represented a novel and creative approach to engaging with course content. They also noted that game-based methodologies are rarely used in university classrooms, even within teacher education programmes where leisure pedagogy is addressed, and highlighted the limited opportunities to apply such tools in practice. This study is particularly relevant for educational networking, as it demonstrates the need for innovative tools to support intercultural learning across formal and non-formal educational contexts. It also emphasises the importance of interdisciplinary collaboration among universities, civil society organisations, and community actors (Akkerman & Bakker, 2019). In a context where boredom and demotivation increasingly affect students (Pekrun et al., 2017; Tze et al., 2016; Wijnand et al., 2020), active methodologies offer promising alternatives aligned with contemporary educational demands (Redecker, 2017; Bond et al., 2020). Board games, in particular, emerge as powerful pedagogical tools that connect knowledge, educational practice, and social transformation, supporting the broader goal of education: the formation not only of competent professionals but also of responsible and engaged citizens (Boeren, 2019). References Bond, M., Bedenlier, S., Marín, V. I., & Händel, M. (2020). Emergency remote teaching in higher education: Mapping the first global online semester. International Journal of Educational Technology in Higher Education, 17(50). Cès, P., Duflos, M., Tricard, E., Jhean-Larose, S., & Giraudeau, C. (2024). Playing board games to increase emotional competencies in school-age children and older people: A systematic review. Leisure Sciences, 1-24. Freeman, S., Eddy, S. L., McDonough, M., Smith, M. K., Okoroafor, N., Jordt, H., & Wenderoth, M. P. (2014). Active learning increases student performance in science, engineering, and mathematics. Proceedings of the National Academy of Sciences, 111(23), 8410–8415. Kuo, H. C., Weng, T. L., Chang, C. C., & Chang, C. Y. (2023). Designing our own board games in the playful space: Improving high school student’s citizenship competencies and creativity through game-based learning. Sustainability, 15(4), 2968. Mauri-Medrano, M., González-Yubero, S., Falcón-Linares, C., & Cardoso-Moreno, M. J. (2024). Gamifying the university classroom: a comparative analysis of game dimensions through educational Escape Room and a digital board game. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1354674 Stebbins, R. A. (2008). Serious leisure: A perspective for our time. Transaction Publishers. Whitton, N. (2018). Playful learning: Tools, techniques, and tactics. Research in Learning Technology, 26. Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2017). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 109(2), 249–265. Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37(1), 24–40. Zosh, J. M., Hopkins, E. J., Jensen, H., Liu, C., Neale, D., Hirsh-Pasek, K., Solis, S. L., & Whitebread, D. (2018). Learning through play: A review of the evidence. LEGO Foundation 20. Research in Innovative Intercultural Learning Environments
Paper Using Informal 3D Games in Formal Contexts for Learning Intercultural Communication and Online Project Work Tampere University/ Tampereen kaupunki, Finland Presenting Author:The innovative Erasmus+ project EXCALIBUR (Expanding Content and Language Integrated Learning through Building a Sustainable Future in Realtime, 2022–2025) enabled upper secondary learners from six European countries to collaboratively explore issues of sustainability and develop solutions for safeguarding our planet. The participants used virtual 3D game-world environments as online collaboration platforms—tools typically associated with informal leisure contexts—which facilitated the transfer of informal learning elements such as immersion, flow, and affinity spaces into formal educational settings. In parallel, they developed their intercultural communication and language skills in English, German, and other foreign languages functioning as lingua francas within a Content and Language Integrated Learning (CLIL / CLIL LOTE; Languages Other Than English) framework. While CLIL (LOTE) is usually implemented only in selected schools, the EXCALIBUR project demonstrated how it can also be successfully adopted in mainstream educational settings. Methodology, Methods, Research Instruments or Sources Used Qualitative data and method triangulation was used. The modes of observation varied and ranged from simple non participant observation to participant observation using one’s own avatar in the game, and even to acting as a participating game mediator. During selected phases of the gameplay, multimedia documentation was created, i.e., recordings of actions taking place in the 3D game world. At the same time, the game’s chat function enabled the documentation of written communication between participants. In addition, the researchers involved took notes on their observations, feedback questionnaires were also used. The research material was analyzed qualitatively; among other methods, thematic and content analysis were applied. Conclusions, Expected Outcomes or Findings Several game-based approaches were developed during the project using the sandbox game Minecraft and the game engine Minetest (now Luanti): a) Plain World Setting, where learners freely apply their creativity to construction tasks based on prior topic-related research; b) Scenario-Based Worlds, where dynamic changes in the 3D environment necessitate player (re)actions, with a focus on target-language use, plurilingual interaction, and project skills such as web-based communication and information searching; c) SERASUM: For a Better Tomorrow, a global simulation in which young participants from different countries were trained as “agents of sustainability.” The results from the EXCALIBUR project are interesting among others from the perspective of multimodal, authentic, action‑based learning environments. The created online project approaches showed to be genuinely learner‑centered and enabled international, creative collaboration without the high travel costs typically associated with exchange activities. Notably, enthusiastic leisure-time computer gamers—who are not always the most motivated students in formal school contexts—became highly engaged and often assumed responsible roles within the collaborative game teams. The project even received the European Language Label Certificate. Regarding intercultural communication, the need for prior training proved to be extremely important. References Project website https://www.excalibur-project.eu/ Fukkink, R., Hels, R., Spee, O., Mongelos, A., Bratland, K. & Pedersen, R. (2024). Pedagogical Dimensions and Intercultural Outcomes of COIL: A Review of Studies Published Between 2013–2022. Journal of Studies in International Education Vol. 28(5), S.761-779. Marsh, D. & Langé, G. (2000). Using Languages to Learn and Learning to Use Languages. University of Jyväskylä. Marsh, D. & Wolff, D. (Eds.) (2007). Diverse Contexts – Converging Goals. CLIL in Europe. Peter Lang. OECD (2018). Preparing our youth for an inclusive and sustainable world; The OECD PISA global competence framework. https://www.oecd.org/pisa/Handbook-PISA-2018-Global-Competence.pdf Pihkala-Posti, L. (2015). Spielerische Kollaboration und kommunikative Authentizität mit Minecraft. German as foreign language 2015 (2), 99–133. http://gfl-journal.de/2- 2015/tm_pihkala-posti.pdf. Pihkala-Posti, L. 2020. Interactive, authentic, gameful e-learning concepts for the foreign language classroom. In E. Ropo & R. Jaatinen (Eds.) Subject Teacher Education in Transition: Educating Teachers for the Future. Tampere: Tampere University Press, 137–177. http://urn.fi/URN:ISBN:978-952-359-016-8. Pihkala-Posti, L. (2022). Authentische Interaktion mit dem Computerspiel Minecraft. Fremdsprache Deutsch Nr 66/ 2022 (Thema Interaktion – digital und vernetzt), 45-52 Pihkala-Posti, L. (2022). In der virtuellen Welt die reale Welt retten lernen. In: ON Lernen in der digitalen Welt Heft 10 /2022 , 30-31. Pihkala-Posti, L. (2022). Game-based Learning im Fremdsprachenunterricht. Möglichkeit fürs Training der 4Cs. Weiterbildung 4/22, 38–41 Pihkala-Posti L. (2025). Immersiiviset 3D-pelimaailmat kielten tunneilla – iloa, luovuuden intoa sekä erinomaista eriyttämistä. In: O. Veivo, & S. Mäkinen (Eds.), Teknologiapedagogiikkaa kielten opetukseen. Turun yliopisto, 49–58. https://urn.fi/URN:ISBN:978-952-02-0083-1. Reinhardt, J., & Thorne, S. L. (2020). Digital Games as Language-Learning Environments. In: J. Plass, R. Mayer, & B. Homer (Eds.), Handbook of Game-Based Learning Cambridge, Mass, 409-435. Wössner, S. 2024. Crafting Sustainable Futures – Evaluation des zukunftsorientierten Lernabenteuers SERASUM: For a better tomorrow, einer globalen Simulation in Minetest zum Thema nachhaltige Entwicklung (MSc-Thesis). Donau-Universität für Weiterbildung Krems. https://cloud.petiteprof79.eu/s/MSc_Thesis 20. Research in Innovative Intercultural Learning Environments
Paper Relational Professional Learning in Circle: The Study of a Restorative Book Club for Educators Cape Breton University, Canada Presenting Author:Restorative Justice Education (RJE) was first implemented in Canadian schools in the 1990s, as a way to enhance relationships, nurture theskills and approaches needed for engaged citizens, and respond to harm and conflict in meaningful ways (Evans & Vaandering, 2022; Reimer& Parker-Shandal, 2023). RJE principles and practices continue to be implemented in educational contexts within Canada and around theworld. There is growing momentum as evidenced by, among other metrics, increased post-secondary program development, professionallearning opportunities, and school-wide or classroom stories of practice (Darling-Hammond, et al., 2020; Foomani & Reimer, 2025). Researchcontinues to reveal that though RJE shows promise for developing relational school culture and addressing serious harm when it occurs, RJEcan also be co-opted by school systems and people uninterested in relational ways of being (Gregory & Evans, 2020; Reimer, 2019). A keyfinding from studies of RJE in teacher education (Eizadirad & Parker-Shandal, 2025; Hollweck et al., 2019; Foomani & Reimer, 2025,Vaandering, 2014) is that the most impactful way to teach RJE is in courses grounded in restorative philosophy and through RJE processes, sothat teachers experience the relational and transformative potential of RJE. One core RJE process is pedagogical circle time. Restorative circles involve the physical re-arrangement of spaces so that participants aresitting or standing in circle, where everyone is visible, without physical barriers and on an equal level, with no obvious hierarchies. Restorativecircles require an intentional re-ordering of the physical space into one where each person is invited to participate fully, spaces “designed topromote connection, understanding and dialogue in a group” (Boyes-Watson & Pranis, 2014, p. 23). Through circle process, students – whetherchild or adult, “engage with the content and skills of any curriculum area, with one another, and with their own emotions and perspectives”(Reimer & Parker-Shandal, 2023, p. 2). This paper presents on Relational, Restorative Book Clubs (RRBC), a professional learning practice, grounded in restorative philosophy, that isrelational and collaborative by design. RRBCs were implemented by the author in 2022 in Australia and in 2026 in Canada. RRBCs bringtogether educators interested in restorative approaches in education (Evans & Vaandering, 2022) to learn from and with one another, whilemeeting physically in person in circle. This paper reports on the Canadian RRBC, held once a week for 4 weeks, where educators met todiscuss an RJE book, relating their own experiences and practices to the book content (Foomani & Reimer, 2024). Context matters. This study took place in Sydney, Nova Scotia, which is located on Cape Breton Island. Sydney is home to 30,000 people withonly 100,000 on the whole island. The island is steeped in relationship – within and between the communities of the Mi’kmaw people, Acadians,Gaelic, English and those considered more as newcomers. Yet despite the strong relational fabric of the island, Professional Learning forteachers is mandated from the mainland with little regional input. Educators are provided with five Professional Learning days per year insessions organized by the provincial body. RRBCs attempt to counter these external and often generic sessions and instead build on therelational foundation of Cape Breton Island to offer a free, informal collaborative learning circle experience informed by restorative pedagogy.The research study sought to understand the impact of this experience on educator knowledge, competence and confidence. Methodology, Methods, Research Instruments or Sources Used The aims of the project were to understand the current level of educator knowledge about RJE and relational practices, and to support teachers in gaining knowledge, confidence and competence in collaborative ways. Research questions included: 1. How are educators already engaged in restorative and relational practice in their own classrooms? 2. How does this book club, as an informal community of practice, impact educators’ understanding, confidence and sense of competence in enacting restorative and relational practices? This is a qualitative case study, taking as the case the 15 Cape Breton Island educators who engage in the Relational Restorative Book Club in the late Winter of 2026. The presenter and one Research Assistant, both from Cape Breton University, are utilizing multiple data collection activities to construct the case study. Educators complete a survey prior to the first Book Club meeting to determine current knowledge and practice and a survey after the final Book Club meeting to gauge changes in self-assessed knowledge, confidence and competence. The 15 educators will engage in the Book Club sessions, all taking place in a local community arts centre one evening per week for four weeks.The educators will sit in physical circle and share their insights into the book and its connections to their own practice, through a restorative circle process, helping to co-construct our understandings of RJE in this place and time. The researcher and research assistant will record independent observation notes after each session, noting interpersonal dynamics, insights, challenges and questions. These recordings will then be compared and discussed. A few weeks after the final Book Club, we will convene a final learning circle discussion with the educators to explore the impact of the project.Learning circles are a restorative research methodology (Vedeler & Reimer, 2024), similar to other restorative circle processes, that position participants as experts of their own experience and provide space to listen and learn from one another’s experience. In learning circles, one person speaks at a time and the talking space is passed sequentially from person to person, ensuring that each person’s voice is heard and valued. The facilitator or ‘circle keeper’ introduces a round of questions and invites each person, in turn, to respond to the question from their own experience or to build on, and/or contradict, what others have shared before them (Reimer, 2019; Vedeler & Reimer, 2024). Conclusions, Expected Outcomes or Findings Teachers in Nova Scotia, Canada, are expected to participate in professional learning throughout their careers to stay current in educational research, technology, policy, inclusion and many other aspects of their professional practice. However, professional learning sessions for Nova Scotia teachers are usually planned by administrators which leaves little opportunity for teachers to contribute their input. In a recent technical report shared with the Cape Breton Victoria Regional Center for Education (Tremblay, 2025) on practicing P-12 music teachers' experiences with professional learning, participants asked for more time to learn from one another: that the best sessions are “if there's no special presentation; if it's just all of us together”. This study builds on this relational impulse – to just be together and learn from one another – to intentionally design a learning and research environment that brings educators together in a physical circle, based on restorative philosophy. Expected outcomes are enhanced understanding of the current restorative knowledge, practice and confidence in Cape Breton Island schools and insight into the impact of relational practices for professional learning. The aim is also for the participating educators to form a community of practice where they can support one another’s RJE work in the relational ways that are so inherent to this island. Future research intends to follow these same educators through to their classrooms to observe their RJE practices with their students, and to convene subsequent learning circles to explore the ongoing impact of circle-based Book Clubs on professional practice. References Boyes-Watson, C., & Pranis, K. (2014). Circle forward: Building a restorative school community. Living Justice Press. Darling-Hammond, S., Fronius, T. A., Sutherland, H., Guckenburg, S., Petrosino, A., & Hurley, N. (2020). Effectiveness of restorative justice inUS K-12 schools: A review of quantitative research. Contemporary School Psychology, 24, 295–308. Eizadirad, A. & Parker-Shandal, C. (2025). Restorative justice in preservice teacher education in Canada: A tool to facilitate healing and actively help mitigate violence. Teaching in Higher Education. Evans, K.R. & Vaandering, D. (2022). The little book of restorative justice in education: Fostering responsibility, healing and hope in schools:Revised and updated. Good Books. Foomani, E. & Reimer, K.E. (2024). Humanising classrooms within de-humanising systems: Restorative Justice Education in teacher education.In K.R. Roth, Kumah-Abiwu, F. & Ritter, Z.S. (Eds.) Handbook of Restorative Justice and Practice in Higher Education. Palgrave Macmillan. Hollweck, T., Reimer, K. & Bouchard, K. (2019). A missing piece: Embedding restorative justice and relational pedagogy into the teacher education classroom. The New Educator, 15(3), 246-267. Reimer, K. (2019). Educational Leadership for Social Justice Series: Adult intentions, student perceptions: How restorative justice is used in schools to control and to engage. Charlotte, NC: Information Age Publishing. Reimer, K.E. & Parker-Shandal, C. (2023). Restorative justice in education. In G. Noblit (Ed.). Oxford Research Encyclopedia of Education.Oxford University Press. doi:10.1093/acrefore/9780190264093.013.1828 Tremblay (2025) Personal Communication. Vaandering, D. (2014). Relational restorative justice pedagogy in educator professional development Curriculum Inquiry, 44(4), 508–530. Vedeler, G.W. & Reimer, K.E. (2023). Facilitating dialogues of discovery. In S. Whatman, J. Wilkinson, M. Kaukko, G.W. Vedeler, L.E. Blue, &K.E Reimer. Researching practices across and within diverse educational sites: Onto-epistemological considerations. Emerald Publishing. 20. Research in Innovative Intercultural Learning Environments
Paper Co-creating the Classroom through Socio-Material Diversity: Object Theatre as a Performative Methodology in Early Childhood Education University of Barcelona, Spain Presenting Author:Contemporary early childhood classrooms are spaces of radical heterogeneity, vastly exceeding traditional pedagogical frameworks. These perspectives, anchored in often essentialist psychological, developmental, and cultural assumptions, tend to homogenize under the figure of a "universal childhood"—a construction that, as noted by Malone et al.(2020), frequently embodies a cultural past that is "white, middle class, male, heterosexual," leaving no room for diversities of race, class, and gender. In response, a critical re-examination of the philosophical, discursive, and, crucially, material aspects that weave together complex childhood life is urgently needed. The challenge is not merely to include diversity, but to design methodologies capable of responding to the multiple ways in which children actually learn, grow, and play in their everyday contexts. This study is situated within a post-qualitative paradigm and was conducted between 2023 and 2025 in a classroom (5-year-olds) at a public school in Barcelona with significant cultural diversity. Its central objective was to investigate: how can the artistic practice of Object Theatre mobilize the life of the early childhood classroom and perform (or materialize) new ways of inhabiting and relating within and to it? In this study, Object Theatre is understood beyond its traditional or merely instrumental definition. Following playwrights and researchers such as Manuela Infante (2019) and Shaday Larios (2016), I conceive of it as a philosophical and relational practice. Its power lies not in teaching about objects or using them as mere metaphors, but in activating them as catalysts for encounter. As Larios (2016) notes, an object's capacity for agency is also its potency—that is, its ability to provoke socio-cultural action, transforming the classroom, in this case, into an observatory of socio-material culture. Over the course of eight sessions, children, educators, objects, classroom materials, and the space itself entered into dialogue through creation. This design represented an epistemological shift: it did not start from predefined learning objectives; instead, it sought to let the encounter with the material generate its own questions and directions, assuming the classroom as a socio-material assemblage where agency is distributed among human and non-human actors (Bennett, 2010). The research shows that Object Theatre acts as a performative force, disrupting the conventional sense of the classroom. By transforming space, time, and materiality into a shared field of experimentation, the lived co-creation of the educational environment becomes possible. This process enables: Making experiential plurality visible and valued: Unique and dominant narratives blur, giving way to a diversity of expressions, gestures, and uses of objects that make the multiple realities of childhood tangible. Deepening relational and emergent learning: The focus shifts from predefined individual learning towards the participation of bodies, objects, and space. Affective learning, tacit communication, and collective, situated ways of inhabiting the classroom become evident. Redistributing agency: It is demonstrated how the everyday materiality of the classroom can become a companion with initiative, reconfiguring hierarchies, attentions, and dynamics within the classroom. In summary, this study proposes a reconceptualization of the classroom as a space for performative encounter. Its main contribution is to offer a concrete methodological framework for operationalizing in practice complex theoretical currents such as new materialisms in education and critical pedagogy. Thus, Object Theatre reveals itself as both an epistemological and ethical tool, allowing education not only to speak of diversity but to be, literally, performed by it. Methodology, Methods, Research Instruments or Sources Used This research was operationally materialized in a study consisting of 8 sessions of Object Theatre conducted in a kindergarten classroom (5-year-olds) with significant cultural diversity. A fixed protocol was not applied; instead, a flexible spatiotemporal structure was established -a circle, everyday classroom materials, and personal objects as starting points- that invited encounter. The researcher's role was not to direct toward predefined objectives, but to facilitate, observe, and document agentially through video, photography, field notes, and shared artistic creation. The purpose was to capture how children, objects, and space co-composed new narratives, relationships, and configurations. The analysis consisted of a continuous process of reflective attention to these assemblages, where gestures, silences, interactions between objects, and collective movements were read as live data that interrogated our established understandings of the classroom, learning, and agency. This design is situated and justified within a post-qualitative and performative paradigm, adopting a transmodal approach that rejects predetermined methods and understands them as an inseparable part of the phenomenon under study (Hernández & Ravelles, 2019). It was conceived as a nonlinear, flexible path open to the becoming of the process (Østern et al., 2023), where the researcher becomes agentially entangled with the field. This positioning transforms methods into "non-methods" (Jackson, 2017), blurring the boundaries between the collection, creation, and analysis of material. Data thus resist stabilization, becoming live matter (Koro-Ljungberg et al., 2018), which allows for experimental and less prescriptive analysis (St. Pierre, 2018). Critically, this approach seeks to decenter verbal language as the privileged mode of inquiry and representation. It assumes that data do not speak my language (Østern et al., 2023) and that, especially with children, a great deal of creativity and the creation of possible worlds occurs outside dominant linguistic frameworks (Hackett, 2024). Therefore, the performative potential of artistic methods -in this case, Object Theatre -is unleashed to produce, analyze, and present the research through multiple modes and materialities (gestural, spatial, object-based). This expands the capacity for the production of meaning and affect, allowing the research to "breathe" and inhabit the complexity of the classroom as a socio-material assemblage. Conclusions, Expected Outcomes or Findings This study concludes that Object Theatre, understood as a philosophical-relational practice (Infante, 2019; Larios, 2016), transcends its status as an artistic resource to constitute itself as a performative pedagogical methodology. Its application in the classroom acts as a force that mobilizes co-creation, responding to the demands of the radical heterogeneity of the contemporary educational context, thereby actively overflowing essentialist perspectives on childhood (Malone et al., 2020). The research demonstrated that this practice makes possible a performative socio-material space, an assemblage where agency is distributed among humans and non-humans (Bennett, 2010). This joint becoming enables: Making visible and valuing children's experiential plurality, rendering tangible those experiences that escape dominant narratives. Deepening relational and emergent learning, shifting the focus from predefined individual outcomes towards what emerges between bodies, objects, and space. Redistributing classroom dynamics, allowing everyday materiality to become a pedagogical companion with initiative. Thus, Object Theatre is confirmed as an "observatory of material culture" (Larios, 2016) and, more crucially, as a concrete methodological vehicle for materializing -that is, for making corporeal and operative- the proposals of critical pedagogies and new materialisms in education. The main implication of this work is a radical invitation to reconsider the classroom as an entity in constant co-creation. This post-qualitative perspective provides vital keys for rethinking central pedagogical notions: curriculum as emergent experience, assessment as relational observation, and coexistence as continuous material negotiation. Ultimately, this study proposes Object Theatre not as a tool to manage or include diversity, but as a catalyst for diversity to constitute itself as the vital force from which the educational common is woven, day by day. This approach offers a practicable path for pedagogical practices to be truly in ontological tune with the multiple, material, and ever-becoming lives that inhabit classrooms. References Bennett, J. (2010). Vibrant matter: A political ecology of things. Combined Academic Publ. Hackett, A. MacLure, M. McMahon, S. (2020): Reconceptualising early language development: matter, sensation and the more-than-human, Discourse: Studies in the Cultural Politics of Education, DOI: 10.1080/01596306.2020.1767350 Hernández-Hernández, F., & Revelles Benavente, B. (2019). La perspectiva post-cualitativa en la investigación educativa: genealogía, movimientos, posibilidades y tensiones. Educatio Siglo XXI, 37(2 Jul-Oct), 21–48. https://doi.org/10.6018/educatio.387001 Infante, M. (2019) Clase Magistral de Manuela Infante. [Teatro a mil TV] Festival Teatro a mil Santiago de Chile. En:https://www.teatroamil.tv/videos/clase-completa-manuela-infante Jackson, A. (2017) Thinking without method. Qualitative Inquiry 23(9): 666–674. DOI: 10.1177/1077800417725355 Koro-Ljungberg M, MacLure M and Ulmer J (2018) D. . .a. . .t. . .a, data++, data, and some problematics. In: Denzin NK and Lincoln YS (eds) The SAGE Handbook of Qualitative Research. Thousand Oaks, Sage Publications, 426–483. Larios, S. (3 y 4 de noviembre de 2016). Delicadeza y potencia de los objetos documentales en escena [Simposi Dramatúrgies de l'objecte, Sala d'Actes de l'Instiut del Teatre de Barcelona]. Colecciones If Barcelona [4]. En https://redit.institutdelteatre.cat/bitstream/handle/20.500.11904/867/2016_delicadeza_potencia.pdf?sequence=1&isAllowed=y Malone, K., Tesar, M., & Arndt, S. (2020). Theorising posthuman childhood studies. Springer. St. Pierre, E. (2018) Writing post qualitative inquiry. Qualitative Inquiry 24(9): 603–608. DOI:10.1177/1077800417734567 Østern, T. P., Jusslin, S., Nødtvedt Knudsen, K., Maapalo, P., & Bjørkøy, I. (2023). A performative paradigm for post-qualitative inquiry. Qualitative Research, 23(2), 272-289. https://doi.org/10.1177/14687941211027444 | ||
