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Research supported by
@margaridaromero
margarida.romero@fse.ulaval.ca
Associate professor of Educational Technology
Faculté des Sciences de l’Éducation
Université Laval
Feat. Scratch
and Vibot
the robot
Intergenerational play and game design:
participatory fun and digital empowerment
Scaffolding Digital Game Design Activities
Grouping Older Adults, Younger Adults and Teens
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
Ageing + Communication + Technologies (ACT)
•a research project comprised of researchers,
students, community and institutional partners
from Canada, USA, Spain, Peru, United
Kingdom, Finland, The Netherlands, Romania,
Malaysia…
•together, we are investigating how to address
the transformation of aging experiences in
networked societies
Silver Gaming working group
•Aims: identifying different
types of digital game
activities among elderly
including:
•(1) intergenerational
learning;
•(2) cognitive maintenance;
(3) well-being;
•(4) entertainment, creativity
and serious fun!
@margaridaromero
Can technologies support
creative participation across the
lifespan ?
@margaridaromero
Can technologies support
creative participation across the
lifespan ?
Passive-participatory model (Romero, Laferrière, & Power, 2016).
PPM applied to learning to code activities:
Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to
code: from procedural puzzle-based games to creative programming. CIDUI.
@margaridaromero
Citizens as ICT
consumers
(Interactive ICT usage)
=» Representativity
Citizens as ICT co-
creators
(Participatory Knowledge
Co-Creation)
Intergenerational techno-
creativity
Src:CultOfMac.com
Src:Ladieslearningcode.com
Is not about the technology (nor its intentions) but about its actual
participatory creative use.
Techno-Creative
activities
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational
thinking
Romero (2016). Design : Dumont
#5c21
Romero (2016). Design : Dumont
#5c21
○ Creative
collaboration as a
context-related collaborative
process of shared creation,
where a solution is
collaboratively (co)constructed
by a group of persons and
considered as original, valuable
or useful by a group of reference
(Romero & Barberà, 2015).
@margaridaromero
Learners as ICT co-creators
(Participatory Knowledge Co-Creation)
Intergenerational techno-creativity
Src:Ladieslearningcode.com
Intergenerational creative programming engage
participants from different generations and backgrounds together
in the process of designing and developing an original work through
coding.
@margaridaromero
Src:Ladieslearningcode.com
Intergenerational creative programming
https://scratch.mit.edu/projects/79072590/#editor
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: Ice-breaking roles.
Senior participants (50+)
Acting as Narrative directors,
sharing a life experience
related to the Social Sciences
curriculum.
Younger learners
acting as Multimedia directors,
creating a digital life narrative
(Open Educational Resource)
Intergenerational learning through play (Davis, Larkin, & Graves, 2002) and digital
creation. Participatory design of digital games (Blat et al., 2012; Vanden Abeele &
Van Rompaey, 2006) with Scracth.
Digital creativity;
Social participation;
Heritage
preservation
Learning by real life
stories; Learning by
creating OER
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: Ice-breaking roles.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 3: Storytelling
From storytime to coding time
De l’heure du conte à l’heure du code
#Vibot the robot, an
intergenerational book about
programming and educational
robotics. Available in French and
English (paper and online).
@margaridaromero
Orchestrating intergenerational creative programming
workshops (II)
#Vibot studio on #Scratch
@margaridaromero
References and ressources
#CoCreaTIC
https://margaridaromero.wordpress.com/
Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to
code: from procedural puzzle-based games to creative programming. CIDUI.
Romero, M., & Ouellet, H. (2016, July). Scaffolding Digital Game Design Activities
Grouping Older Adults, Younger Adults and Teens. In International Conference on
Human Aspects of IT for the Aged Population (pp. 74-81). Springer International
Publishing.
Romero, M. (2016). De l’apprentissage procédural de la programmation à
l’intégration interdisciplinaire de la programmation créative. Formation et
profession, 24(1), 87-89. http://dx.doi.org/10.18162/fp.2016.a92
Romero, M., Laferriere, T., & Power, T. M. (2016). The Move is On! From the Passive
Multimedia Learner to the Engaged Co-creator. eLearn, 2016(3), 1.
Romero, M., & Loufane. (2016). ViBot, le robot. Québec, QC: Publications du Québec.
Romero, M., & Vallerand, V. (2016). Guide d’activités technocréatives pour les
enfants du 21e siècle (Vol. 1). Québec, QC: Createspace.
Research supported by
@margaridaromero
margarida.romero@fse.ulaval.ca
Associate professor of Educational Technology
Faculté des Sciences de l’Éducation
Université Laval
Feat. Scratch
and Vibot
the robot
Intergenerational play and game design:
participatory fun and digital empowerment
Thanks
you!

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Intergenerational play and game design: participatory fun and digital empowerement

  • 1. Research supported by @margaridaromero margarida.romero@fse.ulaval.ca Associate professor of Educational Technology Faculté des Sciences de l’Éducation Université Laval Feat. Scratch and Vibot the robot Intergenerational play and game design: participatory fun and digital empowerment
  • 2. Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens Research supported by Ageing + Communication + Technology www.actproject.ca @MargaridaROMERO Ageing + Communication + Technologies (ACT) •a research project comprised of researchers, students, community and institutional partners from Canada, USA, Spain, Peru, United Kingdom, Finland, The Netherlands, Romania, Malaysia… •together, we are investigating how to address the transformation of aging experiences in networked societies Silver Gaming working group •Aims: identifying different types of digital game activities among elderly including: •(1) intergenerational learning; •(2) cognitive maintenance; (3) well-being; •(4) entertainment, creativity and serious fun!
  • 3. @margaridaromero Can technologies support creative participation across the lifespan ?
  • 4. @margaridaromero Can technologies support creative participation across the lifespan ? Passive-participatory model (Romero, Laferrière, & Power, 2016). PPM applied to learning to code activities: Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. CIDUI.
  • 5. @margaridaromero Citizens as ICT consumers (Interactive ICT usage) =» Representativity Citizens as ICT co- creators (Participatory Knowledge Co-Creation) Intergenerational techno- creativity Src:CultOfMac.com Src:Ladieslearningcode.com Is not about the technology (nor its intentions) but about its actual participatory creative use.
  • 6. Techno-Creative activities ○ Critical thinking ○ Collaboration ○ Creativity ○ Problem solving ○ Computational thinking Romero (2016). Design : Dumont #5c21
  • 7. Romero (2016). Design : Dumont #5c21 ○ Creative collaboration as a context-related collaborative process of shared creation, where a solution is collaboratively (co)constructed by a group of persons and considered as original, valuable or useful by a group of reference (Romero & Barberà, 2015).
  • 8. @margaridaromero Learners as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational techno-creativity Src:Ladieslearningcode.com Intergenerational creative programming engage participants from different generations and backgrounds together in the process of designing and developing an original work through coding.
  • 10. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles. Senior participants (50+) Acting as Narrative directors, sharing a life experience related to the Social Sciences curriculum. Younger learners acting as Multimedia directors, creating a digital life narrative (Open Educational Resource) Intergenerational learning through play (Davis, Larkin, & Graves, 2002) and digital creation. Participatory design of digital games (Blat et al., 2012; Vanden Abeele & Van Rompaey, 2006) with Scracth. Digital creativity; Social participation; Heritage preservation Learning by real life stories; Learning by creating OER
  • 11. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
  • 12. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 13. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 14. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 3: Storytelling From storytime to coding time De l’heure du conte à l’heure du code #Vibot the robot, an intergenerational book about programming and educational robotics. Available in French and English (paper and online).
  • 15. @margaridaromero Orchestrating intergenerational creative programming workshops (II) #Vibot studio on #Scratch
  • 16. @margaridaromero References and ressources #CoCreaTIC https://margaridaromero.wordpress.com/ Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. CIDUI. Romero, M., & Ouellet, H. (2016, July). Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens. In International Conference on Human Aspects of IT for the Aged Population (pp. 74-81). Springer International Publishing. Romero, M. (2016). De l’apprentissage procédural de la programmation à l’intégration interdisciplinaire de la programmation créative. Formation et profession, 24(1), 87-89. http://dx.doi.org/10.18162/fp.2016.a92 Romero, M., Laferriere, T., & Power, T. M. (2016). The Move is On! From the Passive Multimedia Learner to the Engaged Co-creator. eLearn, 2016(3), 1. Romero, M., & Loufane. (2016). ViBot, le robot. Québec, QC: Publications du Québec. Romero, M., & Vallerand, V. (2016). Guide d’activités technocréatives pour les enfants du 21e siècle (Vol. 1). Québec, QC: Createspace.
  • 17. Research supported by @margaridaromero margarida.romero@fse.ulaval.ca Associate professor of Educational Technology Faculté des Sciences de l’Éducation Université Laval Feat. Scratch and Vibot the robot Intergenerational play and game design: participatory fun and digital empowerment Thanks you!