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©2016 Romero
Pedagogical uses of technologies can engage
learners as interactive consumers or as creative thinkers.
(Romero, Laferrière, & Power, 2016) (Resnick, 2007)
Computing
Learning to code VS learning through creative programming
(Romero, Davidson, Cucinelli, Ouellet & Arthur, 2016)
Resnick’s 4 P’s of Creative Learning:
Projects, Peers, Passion, and Play
+
Intergenerational learning
+
#5c21 Five keys skills for 21st education
Designing creative computing
learning activities
(Flannery et al, 2013)
(Romero & Vallerand, 2016)
Unplugged
computing
Creative
robotics
Creative
programming
Digital comic
creation
3D creation
activities
Critical thinking /
Creativity /
Collaboration /
Problem solving /
Computational thinking
Creativity is a process that aims at
designing a new, innovating and pertinent way of
responding to a potential problematic situation
which is valued by a group of reference in a
context-specific situation.
Problem solving is the ability to identify a
problematic situation for which the process and solution
is not known in advance. It is also the ability to
determine, build and enforce a solution in an effective
way.
Collaboration is the capacity to develop a shared
comprehension of a common objective within a team and
coordinate the actions towards its realization.
Critical thinking is the capacity to develop
independent, critical thought. It enables the analysis
of ideas, knowledge and process linked to our
personal value system and judgment. Critical
thinking relies on given criteria and takes into
account factors such as the cultural context and
interpersonal relationships.
(Resnick, 2014)
Creativity and ER :
● Develop creativity in the design of the robot, its
construction or its programming.
● Develop innovative and relevant new solutions to
achieve a robotics challenge.
● Go beyond the passive consumption or
interactive use of technologies and develop a
creative approach to technology (e.g. creative
programming).
Problem solving and ER:
● Develop a positive attitude to
problems as a source for learning
and resilience development.
● Develop an iterative approach and
build prototypes (design thinking)
to solve a complex problem-solving
situation.
● Develop the ability to analyze and
break down the needs of a robotics
challenge.
● Develop the ability to determine a
solution to build, implement it and
evaluate it.
Collaboration and ER :
● Develop collaboration during robotics
team challenges that require
coordination of different members.
● Highlight and engage the diversity of
skills and talents of the team members.
● Develop the learner's' engagement
through cooperation and competition
dynamics.
Critical thinking and ER :
● Understand and be critical towards existing
technologies.
● Reflect on the ethical challenges of human-robot
interactions.
Computational thinking and ER :
● Learning to program through visual programming
interfaces (e.g. Scratch) supporting the understanding of
computational processes and methods.
● Develop the capacity for abstraction, decomposition and
structuring of data and processes necessary for
programming the robot.
#Vibot the robot
● A children's’ book about programming
(Scratch) and educational robotics.
● Available in French and English
(paper and online).
● #Vibot Scratch studio aims to invite
the readers to engage in the creative
creation of new adventures for
#Vibot.
#Vibot the robot, a children’s book
for introducing Creative Programming and Robotics
Vivian and Victor are twins. For their
birthday, they receive a robot as a gift.
They decide to call it Vibot. Before they
can play with it, Vivian and Victor must
assemble the parts, charge the batteries
and learn to speak to Vibot in its own
language: programming.
Educational Robotics (ER),
a privileged tool for the development of the 21st century skills
Computational thinking is a set of cognitive
and metacognitive strategies linked to computer-related
process and methods such abstraction, algorithmics,
pattern identification, decomposition and complex
structural organization of knowledge into logical
sequences.
Creative
electronics
Romero, M. (2016). Intergenerational creative game creation with Scratch. Presented at the #ScratchMIT2016. MIT Media Lab.

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#ScratchMIT2016 Ignite talk on intergenerational creative game creation

  • 1. ©2016 Romero Pedagogical uses of technologies can engage learners as interactive consumers or as creative thinkers. (Romero, Laferrière, & Power, 2016) (Resnick, 2007) Computing Learning to code VS learning through creative programming (Romero, Davidson, Cucinelli, Ouellet & Arthur, 2016) Resnick’s 4 P’s of Creative Learning: Projects, Peers, Passion, and Play + Intergenerational learning + #5c21 Five keys skills for 21st education Designing creative computing learning activities (Flannery et al, 2013) (Romero & Vallerand, 2016) Unplugged computing Creative robotics Creative programming Digital comic creation 3D creation activities Critical thinking / Creativity / Collaboration / Problem solving / Computational thinking Creativity is a process that aims at designing a new, innovating and pertinent way of responding to a potential problematic situation which is valued by a group of reference in a context-specific situation. Problem solving is the ability to identify a problematic situation for which the process and solution is not known in advance. It is also the ability to determine, build and enforce a solution in an effective way. Collaboration is the capacity to develop a shared comprehension of a common objective within a team and coordinate the actions towards its realization. Critical thinking is the capacity to develop independent, critical thought. It enables the analysis of ideas, knowledge and process linked to our personal value system and judgment. Critical thinking relies on given criteria and takes into account factors such as the cultural context and interpersonal relationships. (Resnick, 2014) Creativity and ER : ● Develop creativity in the design of the robot, its construction or its programming. ● Develop innovative and relevant new solutions to achieve a robotics challenge. ● Go beyond the passive consumption or interactive use of technologies and develop a creative approach to technology (e.g. creative programming). Problem solving and ER: ● Develop a positive attitude to problems as a source for learning and resilience development. ● Develop an iterative approach and build prototypes (design thinking) to solve a complex problem-solving situation. ● Develop the ability to analyze and break down the needs of a robotics challenge. ● Develop the ability to determine a solution to build, implement it and evaluate it. Collaboration and ER : ● Develop collaboration during robotics team challenges that require coordination of different members. ● Highlight and engage the diversity of skills and talents of the team members. ● Develop the learner's' engagement through cooperation and competition dynamics. Critical thinking and ER : ● Understand and be critical towards existing technologies. ● Reflect on the ethical challenges of human-robot interactions. Computational thinking and ER : ● Learning to program through visual programming interfaces (e.g. Scratch) supporting the understanding of computational processes and methods. ● Develop the capacity for abstraction, decomposition and structuring of data and processes necessary for programming the robot. #Vibot the robot ● A children's’ book about programming (Scratch) and educational robotics. ● Available in French and English (paper and online). ● #Vibot Scratch studio aims to invite the readers to engage in the creative creation of new adventures for #Vibot. #Vibot the robot, a children’s book for introducing Creative Programming and Robotics Vivian and Victor are twins. For their birthday, they receive a robot as a gift. They decide to call it Vibot. Before they can play with it, Vivian and Victor must assemble the parts, charge the batteries and learn to speak to Vibot in its own language: programming. Educational Robotics (ER), a privileged tool for the development of the 21st century skills Computational thinking is a set of cognitive and metacognitive strategies linked to computer-related process and methods such abstraction, algorithmics, pattern identification, decomposition and complex structural organization of knowledge into logical sequences. Creative electronics Romero, M. (2016). Intergenerational creative game creation with Scratch. Presented at the #ScratchMIT2016. MIT Media Lab.