2026
Dotykáče: Making Smartphones Act
PETÁK, Šimon; Paulína PETÁKOVÁ and Daniel ECHEVERRIBasic information
Original name
Dotykáče: Making Smartphones Act
Authors
PETÁK, Šimon; Paulína PETÁKOVÁ and Daniel ECHEVERRI
Edition
2026
Other information
Language
English
Type of outcome
Presentations at conferences
Confidentiality degree
is not subject to a state or trade secret
References:
Marked to be transferred to RIV
No
Organization unit
Theatre Faculty
Keywords (in Czech)
Digitální pohoda, Digitální well-being, Duševní zdraví adolescentů, Digitální vyprávění, Digitální storrytelling, Autoteatro, Zážitkové učení, Performativita ve vzdělávání
Keywords in English
Digital well-being, Adolescent mental health, Digital storytelling, Autoteatro, Experiential learning, Performativity in education
Tags
International impact
Links
SPP VS325N0024, research and development project.
Changed: 5/3/2026 13:25, MgA. Šimon Peták
Abstract
In the original language
“What if your phone came to life and wanted to discuss your relationship?” Adolescents often describe their mobile phones as both a “refuge” (providing comfort) and a “burden” (causing stress). We call this phenomenon ‘a phone paradox’. Multiple studies confirm that high screen time is consistently linked to lower well-being, while current digital literacy often lacks an experiential component to address deep emotional attachments. To address this topic, we developed an artistic-educational program for teenagers at primary and secondary schools (age 14–18) named Dotykáče. The aim of the program is to provide teenagers with space for reflecting upon their relationship to their phones and to raise their awareness of their habits with the device. In 2025, Dotykáče was tested with four testing groups (in total approx. 75 teenagers) in Czechia. The program consists of a digital storytelling web app and a subsequent workshop programme. Inviting teenagers to use their own devices and earphones, the app personifies the phone as a character employing various methods (which include chat, audio, video, and gaming elements) to develop user interaction with both the device and classmates. Borrowing from the performative format known as autoteatro, the app facilitates a self-reflective experience that serves as an artefact for the subsequent workshop. The workshop, grounded in the Montessori pedagogical system and Erikson’s developmental psychology, uses creative teaching approaches (theatre education games, discussion based upon visual materials gained through the app) to deepen both individual and collective understanding of the experience.