From computing to computational thinking: Encouraging creative approaches to problem-solving across the curriculum
26 JANUARY, 2017 15:50 - 16:10
Bett Futures
Computational thinking is a problem-solving process that involves looking at possible solutions abstractly and algorithmically, in a series of ordered steps. People who are able to think in this way tend to be good at generalizing and transferring this problem-solving process to a wide variety of problems. Computational thinking has been hailed as having the potential to foster a new culture of learning in which creativity is rewarded and people are encouraged to experiment, so how can you introduce it in your lessons?
#Scratch2017BDX Assessment of creativity and computational thinking in Scratc...Margarida Romero
This document discusses assessing creativity and computational thinking in Scratch projects. It introduces several presenters and outlines 21st century educational challenges around skills like problem solving, collaboration, and creativity. It then discusses evaluating these skills using the CoCreaTIC tool, which assesses creativity, computational thinking, and collaborative problem solving. Specific skills are defined for creativity and computational thinking that could be evaluated. Assessment is suggested to be formative and allow self and co-regulation by learners during learning.
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
Intergenerational play and game design: participatory fun and digital empower...Margarida Romero
This document discusses research on intergenerational play and game design using digital technologies. The research aims to bring older adults, younger adults, and teens together to collaboratively design digital games using Scratch. Three strategies are outlined for orchestrating intergenerational creative programming workshops: using icebreaking roles, focusing on intergenerational creativity, and incorporating storytelling from an educational robot book. The goal is to promote digital creativity, social participation, and heritage preservation through intergenerational learning and creating open educational resources.
- The document discusses 21st century skills, maker education, and techno-creative activities for developing these skills. It addresses questions about whether kids should use technologies, why 21st century skills are important, and what kinds of learning activities can support developing these skills. Specifically, it proposes that interdisciplinary, community-based challenges involving areas like robotics, programming, and design thinking can engage learners in creative collaboration. It also discusses values and attitudes important for such activities, including collectivism and tolerance of ambiguity. Finally, it provides information about a Master's program in educational technologies.
Scratch. Romero. Intergenerational game creation with ScratchMargarida Romero
This document discusses intergenerational creative programming workshops that engage participants from different generations in coding activities. Younger learners act as multimedia directors to create digital life narratives from stories told by senior participants. The workshops aim to foster digital creativity, social participation, and heritage preservation through intergenerational learning and participatory design of digital games using Scratch. One example is creating a Scratch studio based on Vibot, a robot character in an intergenerational book about programming and educational robotics.
Romero, M., Davidson, A.-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. In CIDUI proceedings. Learning and teaching innovation impacts. Barcelona, Spain: ACUP.
#Gc2020 Innovation through game design thinking, play and experienceMargarida Romero
This document summarizes Margarida Romero's presentation at the #GC2020 Innovation Fair in Ottawa on April 20, 2016. The presentation discussed using game design thinking, play, and experience to move from passive multimedia consumption to creative co-creation. Specifically, it explored how game design can be used to develop five key 21st century competencies: critical thinking, collaboration, creativity, problem solving, and computational thinking. It also presented Asterale, a 10-step game design thinking methodology, and discussed Romero's book "ViBot, le robot" which uses a story and Scratch blocks to introduce programming and robotics concepts to children ages 7 to 77.
#Scratch2017BDX Assessment of creativity and computational thinking in Scratc...Margarida Romero
This document discusses assessing creativity and computational thinking in Scratch projects. It introduces several presenters and outlines 21st century educational challenges around skills like problem solving, collaboration, and creativity. It then discusses evaluating these skills using the CoCreaTIC tool, which assesses creativity, computational thinking, and collaborative problem solving. Specific skills are defined for creativity and computational thinking that could be evaluated. Assessment is suggested to be formative and allow self and co-regulation by learners during learning.
Romero & Vallerand (2016) Co-creative activities for the 21st century kids-R02Margarida Romero
The objective of this guide is to promote learning activities based on the co-creative uses of technologies. Activities found within these pages are designed to develop five key competencies for 21st century kids: critical thinking, collaboration, creativity, problem solving and computational thinking.The guide is built around 15 activities that integrate different creative uses of technologies for learning :
2 unplugged activities introducing computational thinking ;
3 creative robotics activities ;
4 activities introducing creative programming (#Scratch);
1 activity for creating a comic ;
3 creative electronic activities (#MakeyMakey) ;
2 activities for tinkering and 3D digital creation.
These activities aim at developing interdisciplinary and transdisciplinary learning objectives including STEAM education (science, technology, engineering, arts and math), languages, social sciences and personal development.
Intergenerational play and game design: participatory fun and digital empower...Margarida Romero
This document discusses research on intergenerational play and game design using digital technologies. The research aims to bring older adults, younger adults, and teens together to collaboratively design digital games using Scratch. Three strategies are outlined for orchestrating intergenerational creative programming workshops: using icebreaking roles, focusing on intergenerational creativity, and incorporating storytelling from an educational robot book. The goal is to promote digital creativity, social participation, and heritage preservation through intergenerational learning and creating open educational resources.
- The document discusses 21st century skills, maker education, and techno-creative activities for developing these skills. It addresses questions about whether kids should use technologies, why 21st century skills are important, and what kinds of learning activities can support developing these skills. Specifically, it proposes that interdisciplinary, community-based challenges involving areas like robotics, programming, and design thinking can engage learners in creative collaboration. It also discusses values and attitudes important for such activities, including collectivism and tolerance of ambiguity. Finally, it provides information about a Master's program in educational technologies.
Scratch. Romero. Intergenerational game creation with ScratchMargarida Romero
This document discusses intergenerational creative programming workshops that engage participants from different generations in coding activities. Younger learners act as multimedia directors to create digital life narratives from stories told by senior participants. The workshops aim to foster digital creativity, social participation, and heritage preservation through intergenerational learning and participatory design of digital games using Scratch. One example is creating a Scratch studio based on Vibot, a robot character in an intergenerational book about programming and educational robotics.
Romero, M., Davidson, A.-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. In CIDUI proceedings. Learning and teaching innovation impacts. Barcelona, Spain: ACUP.
#Gc2020 Innovation through game design thinking, play and experienceMargarida Romero
This document summarizes Margarida Romero's presentation at the #GC2020 Innovation Fair in Ottawa on April 20, 2016. The presentation discussed using game design thinking, play, and experience to move from passive multimedia consumption to creative co-creation. Specifically, it explored how game design can be used to develop five key 21st century competencies: critical thinking, collaboration, creativity, problem solving, and computational thinking. It also presented Asterale, a 10-step game design thinking methodology, and discussed Romero's book "ViBot, le robot" which uses a story and Scratch blocks to introduce programming and robotics concepts to children ages 7 to 77.
#Edulearn16 #cocreatic. Educational robotics: from procedural learning to co-...Margarida Romero
Romero, M., & Dupont, Y. (2016). Educational robotics: from procedural learning to co-creative project oriented challenges with LEGO WeDo. Presented at CIDUI.
CocciBot: transforming the mBot pedagogical robot to be used from kindergarte...Margarida Romero
Messaoud, A., & Romero, M., (2016, accepted). CocciBot: transforming the mBot pedagogical robot to be used from kindergarten to secondary school. EDULEARN.
A learning scientist approach to modeling human cognition in individual and c...Margarida Romero
A learning scientist approach to modeling human cognition in individual and collaborative problem solving tasks. 12 février 2021. Mini-cours. NeuroMod Institute. Université Côte d'Azur.
Thanks to Fab Lab Benfica, I could present the Future Learning Unit Research Group during the Educational Distributed Designs Webinars.
Together with my colleague Santi Fuentemilla, we could showed some of the projects we have implemented in the Fab Lab Barcelona and shared reflections with the Portugal maker community.
13_12_2019 «Mapa ampliado de alfabetización digital como una herramienta con...eMadrid network
The document discusses the use of augmented maps and remixing as conversational tools for digital literacy. It provides descriptions on how to use various features of the Scratch programming environment, such as creating a teacher account, making a character move, and evaluating code quality. It also references taxonomies of learning environments, educational standards, and the creation of an ontology and semantic wiki to organize concepts, competencies, programming languages, and construction toys related to digital literacy.
TIC TAC is a Development Cooperation project of the University of Girona (Spain) focused on helping two elementary schools in Catalonia. These two schools, in the cities of Girona and Salt have very high immigration rates (greater than 85%), and are in danger of becoming “ghetto schools”. Currently, these two schools regularly visit our spaces in the Science and Technology Park of University of Girona, where they actively participate in several workshops and activities designed by our team. In a very significant part of these activities children use Scratch to learn to express themselves creatively through technology, and then as they progress, they participate in workshops on LEGO robots, underwater robots, rescue robots, astronomy and technological gymkhanas in the city.
For us, this initiative has evolved from an outreach project to a research project, where we study and measure how these technologies help develop creative thinking and critical thinking. Right now we're starting to get our first results. In the session at the Scratch Conference next July, we would like to present these first results, with particular emphasis on the Scratch workshops we are carrying out in three groups of fifth graders of the two selected schools.
Tecnocreatividad y design thinking. Usos creativos de las tecnologías para el...Margarida Romero
Este documento discute el uso creativo de la tecnología para el aprendizaje a través de la tecnocreatividad y el design thinking. Presenta dos casos de talleres de cocreación digital donde los participantes crean juegos y proyectos de robótica de forma colaborativa. También proporciona recursos como un cuento y una guía de actividades para introducir a los estudiantes en la programación y robótica de una manera creativa y participativa. El mensaje principal es que la cocreación permite la construcción colaborativa de soluciones a través
20170125 #R2T2 La programmation créative une approche pour le développement d...Margarida Romero
Romero (2016, 25 Janvier) La programmation créative une approche pour le développement de compétences, Présentation dans le cadre de la matinée d'études "1, 2, 3 codons" de l'ESPE de Martinique. #5C21 #cocreatic
This document outlines a lesson plan to teach students about forces through pulling using a WeDo 2.0 robot. The objectives are for students to discover how objects move through interaction with the robot, explore how friction affects movement by testing the robot on different surfaces, and investigate force by using the robot with various weights. The lesson involves students connecting prior knowledge about forces through discussion and an activity, constructing a robot model, experimenting to test how weight affects pulling force on different surfaces, analyzing their results, and presenting their findings to the class. Formative and summative assessments are conducted through observation, conferencing, and presentations.
This document discusses computational thinking and its importance in digital technologies and education. It notes Australia's growing skills shortage in ICT jobs and lack of students studying ICT at university. Recommendations are made to strengthen the role of ICT in the K-12 curriculum, including making it a mandatory subject through Year 10 and improving teacher training. Elements of computational thinking like algorithms and problem-solving skills are proposed for inclusion in the technologies curriculum to better prepare students for further study and careers in ICT.
Tracking Tools In Computer Learning EnvironmentsMargarida Romero
This document discusses tracking tools for computer learning environments and the importance of group awareness. It notes that while learning management systems store log data on student activities, the data is rarely used by instructors due to its poor organization and difficulty to interpret. Providing visualization tools for learner and group activities can help address this issue. The text also covers how group awareness supports perception of participation and cognitive development in collaborative learning. It references several studies that examined the impact of awareness tools on collaboration and knowledge convergence.
Durante la Segunda Guerra Mundial, los bombarderos de combate desempeñaron un papel crucial en las operaciones militares. Aviones como el B-17 Flying Fortress y el Lancaster británico llevaron a cabo misiones de bombardeo estratégico contra objetivos enemigos en Europa y el Pacífico. Estos bombarderos pesados transportaron grandes cargas de bombas a largas distancias y soportaron fuertes defensas antiaéreas para debilitar la capacidad industrial y militar del enemigo.
The document describes 3 Scratch game designs created by the author for a school project. Game 1 involves cooperation between 2 players and uses different character classes to provide information about the IB curriculum. Game 2 is a single-player cat climbing game that provides IB information through obstacles. Game 3 has the player controlling a flying squirrel collecting nuts and book pages in a forest to learn about the IB. The author concludes that Game 1 is the most engaging design and best suited for the project.
2009.04 APEEC Presentation - A Joint Course of Design and Technology - User-O...NTUST
This document summarizes a joint course between NTUST and NTU on user-oriented innovative design. The course brings together students from design and technology backgrounds to work collaboratively on projects over 4 months. Students are organized into multidisciplinary teams to design products focused on energy saving or sleeping technologies. The course uses workshops, presentations, and prototyping to teach collaborative problem solving, application of technology, user-centered design, and multidisciplinary communication skills. Feedback indicates the course is effective in helping both designers and engineers better understand each other's fields and how to integrate user needs, design, and technology innovation.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses the stages of game design documentation, including design treatments, summaries, specifications, and production documents. It provides examples of content that may be included in each type of document, such as game story, gameplay, development specifications, level details, and character profiles. The purpose of design documents is to plan and communicate the design of a game to ensure consistent development.
Hi, this deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan.These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
Slides on Norman, Salen and Zimmerman, Haraway are based on the articles by these authors included in Design Studies.A reader. Edited by Hazel Clark and David Brody, Berg, Oxford and New York, 2009. Please see all other sources at the bottom of the slides and at the end of each section.
Images are all credited to their creators and copyright holders, to the best of my knowledge and care. If you are unhappy with the fact that they are used here, of if you think that someone’s rights have not been fully respected in any manner, please mail me to lgalli at pobox dot com and I will promptly remove them
This document provides information about mechanisms and how they make life easier. It begins by posing the question "What are Mechanisms & How do they Make Our Lives easier?" and outlines different learning outcomes for understanding mechanisms. It then describes various common mechanisms like levers, linkages, gears, cranks, pulleys, racks and pinions, and chains/sprockets. For each mechanism, examples are given of how it works and products that use it. The document explains that mechanisms allow humans to perform tasks that would otherwise be impossible due to our limited strength, and transmit and change types of motion to make tasks easier.
#Edulearn16 #cocreatic. Educational robotics: from procedural learning to co-...Margarida Romero
Romero, M., & Dupont, Y. (2016). Educational robotics: from procedural learning to co-creative project oriented challenges with LEGO WeDo. Presented at CIDUI.
CocciBot: transforming the mBot pedagogical robot to be used from kindergarte...Margarida Romero
Messaoud, A., & Romero, M., (2016, accepted). CocciBot: transforming the mBot pedagogical robot to be used from kindergarten to secondary school. EDULEARN.
A learning scientist approach to modeling human cognition in individual and c...Margarida Romero
A learning scientist approach to modeling human cognition in individual and collaborative problem solving tasks. 12 février 2021. Mini-cours. NeuroMod Institute. Université Côte d'Azur.
Thanks to Fab Lab Benfica, I could present the Future Learning Unit Research Group during the Educational Distributed Designs Webinars.
Together with my colleague Santi Fuentemilla, we could showed some of the projects we have implemented in the Fab Lab Barcelona and shared reflections with the Portugal maker community.
13_12_2019 «Mapa ampliado de alfabetización digital como una herramienta con...eMadrid network
The document discusses the use of augmented maps and remixing as conversational tools for digital literacy. It provides descriptions on how to use various features of the Scratch programming environment, such as creating a teacher account, making a character move, and evaluating code quality. It also references taxonomies of learning environments, educational standards, and the creation of an ontology and semantic wiki to organize concepts, competencies, programming languages, and construction toys related to digital literacy.
TIC TAC is a Development Cooperation project of the University of Girona (Spain) focused on helping two elementary schools in Catalonia. These two schools, in the cities of Girona and Salt have very high immigration rates (greater than 85%), and are in danger of becoming “ghetto schools”. Currently, these two schools regularly visit our spaces in the Science and Technology Park of University of Girona, where they actively participate in several workshops and activities designed by our team. In a very significant part of these activities children use Scratch to learn to express themselves creatively through technology, and then as they progress, they participate in workshops on LEGO robots, underwater robots, rescue robots, astronomy and technological gymkhanas in the city.
For us, this initiative has evolved from an outreach project to a research project, where we study and measure how these technologies help develop creative thinking and critical thinking. Right now we're starting to get our first results. In the session at the Scratch Conference next July, we would like to present these first results, with particular emphasis on the Scratch workshops we are carrying out in three groups of fifth graders of the two selected schools.
Tecnocreatividad y design thinking. Usos creativos de las tecnologías para el...Margarida Romero
Este documento discute el uso creativo de la tecnología para el aprendizaje a través de la tecnocreatividad y el design thinking. Presenta dos casos de talleres de cocreación digital donde los participantes crean juegos y proyectos de robótica de forma colaborativa. También proporciona recursos como un cuento y una guía de actividades para introducir a los estudiantes en la programación y robótica de una manera creativa y participativa. El mensaje principal es que la cocreación permite la construcción colaborativa de soluciones a través
20170125 #R2T2 La programmation créative une approche pour le développement d...Margarida Romero
Romero (2016, 25 Janvier) La programmation créative une approche pour le développement de compétences, Présentation dans le cadre de la matinée d'études "1, 2, 3 codons" de l'ESPE de Martinique. #5C21 #cocreatic
This document outlines a lesson plan to teach students about forces through pulling using a WeDo 2.0 robot. The objectives are for students to discover how objects move through interaction with the robot, explore how friction affects movement by testing the robot on different surfaces, and investigate force by using the robot with various weights. The lesson involves students connecting prior knowledge about forces through discussion and an activity, constructing a robot model, experimenting to test how weight affects pulling force on different surfaces, analyzing their results, and presenting their findings to the class. Formative and summative assessments are conducted through observation, conferencing, and presentations.
This document discusses computational thinking and its importance in digital technologies and education. It notes Australia's growing skills shortage in ICT jobs and lack of students studying ICT at university. Recommendations are made to strengthen the role of ICT in the K-12 curriculum, including making it a mandatory subject through Year 10 and improving teacher training. Elements of computational thinking like algorithms and problem-solving skills are proposed for inclusion in the technologies curriculum to better prepare students for further study and careers in ICT.
Tracking Tools In Computer Learning EnvironmentsMargarida Romero
This document discusses tracking tools for computer learning environments and the importance of group awareness. It notes that while learning management systems store log data on student activities, the data is rarely used by instructors due to its poor organization and difficulty to interpret. Providing visualization tools for learner and group activities can help address this issue. The text also covers how group awareness supports perception of participation and cognitive development in collaborative learning. It references several studies that examined the impact of awareness tools on collaboration and knowledge convergence.
Durante la Segunda Guerra Mundial, los bombarderos de combate desempeñaron un papel crucial en las operaciones militares. Aviones como el B-17 Flying Fortress y el Lancaster británico llevaron a cabo misiones de bombardeo estratégico contra objetivos enemigos en Europa y el Pacífico. Estos bombarderos pesados transportaron grandes cargas de bombas a largas distancias y soportaron fuertes defensas antiaéreas para debilitar la capacidad industrial y militar del enemigo.
The document describes 3 Scratch game designs created by the author for a school project. Game 1 involves cooperation between 2 players and uses different character classes to provide information about the IB curriculum. Game 2 is a single-player cat climbing game that provides IB information through obstacles. Game 3 has the player controlling a flying squirrel collecting nuts and book pages in a forest to learn about the IB. The author concludes that Game 1 is the most engaging design and best suited for the project.
2009.04 APEEC Presentation - A Joint Course of Design and Technology - User-O...NTUST
This document summarizes a joint course between NTUST and NTU on user-oriented innovative design. The course brings together students from design and technology backgrounds to work collaboratively on projects over 4 months. Students are organized into multidisciplinary teams to design products focused on energy saving or sleeping technologies. The course uses workshops, presentations, and prototyping to teach collaborative problem solving, application of technology, user-centered design, and multidisciplinary communication skills. Feedback indicates the course is effective in helping both designers and engineers better understand each other's fields and how to integrate user needs, design, and technology innovation.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses the stages of game design documentation, including design treatments, summaries, specifications, and production documents. It provides examples of content that may be included in each type of document, such as game story, gameplay, development specifications, level details, and character profiles. The purpose of design documents is to plan and communicate the design of a game to ensure consistent development.
Hi, this deck is mainly meant to help with my Design Studies lessons to undergraduate students at NABA, Media Design and Multimedia Arts School, Milan.These slides are supposed to come with a live commentary for the class, so sorry if you wish to have more explicit context and liaisons. Please see referred sources to this purpose.
Slides on Norman, Salen and Zimmerman, Haraway are based on the articles by these authors included in Design Studies.A reader. Edited by Hazel Clark and David Brody, Berg, Oxford and New York, 2009. Please see all other sources at the bottom of the slides and at the end of each section.
Images are all credited to their creators and copyright holders, to the best of my knowledge and care. If you are unhappy with the fact that they are used here, of if you think that someone’s rights have not been fully respected in any manner, please mail me to lgalli at pobox dot com and I will promptly remove them
This document provides information about mechanisms and how they make life easier. It begins by posing the question "What are Mechanisms & How do they Make Our Lives easier?" and outlines different learning outcomes for understanding mechanisms. It then describes various common mechanisms like levers, linkages, gears, cranks, pulleys, racks and pinions, and chains/sprockets. For each mechanism, examples are given of how it works and products that use it. The document explains that mechanisms allow humans to perform tasks that would otherwise be impossible due to our limited strength, and transmit and change types of motion to make tasks easier.
Design and Technology Association (DATA) summer school keynote 2015Ofsted
Keynote speech to the Design and Technology Association (DATA) summer school by Diana Choulerton, Ofsted's National Lead Design and Technology. In it Diana examines the current state of design and technology teaching, looking at the threats, challenges and opportunities ahead.
This Slideshare presentation is now complemented by a video of the speech: https://www.data.org.uk/campaigns/key-note-from-2015-dt-summer-school/
Unity 2D video game development tutorial. Ninja Cat Flyer, derived from Kirill Muzykov’s Rocket Mouse Tutorial:
http://www.raywenderlich.com/69392/make-game-like-jetpack-joyride-unity-2d-part-1
This document discusses primary design and technology education. It covers key topics like what technology is, the curriculum for excellence in Scottish schools, planning units of work, big concepts in design, purposes of learning activities, decision making processes, and linking technology to other subjects. The document provides examples of tasks like designing sweet packaging and redesigning a corner shop to bring theory to life in practical projects.
The document discusses the initial specifications for designing a new point of sale display unit for the Hackett London brand. The display unit must clearly represent the Hackett London aesthetic through materials like aluminum and glass, be safely situated in a store environment like House of Fraser, and utilize quality materials within a moderate cost range befitting the Hackett London brand. The display unit should draw customers in while safely housing and promoting Hackett London products.
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Digital game design as a complex learning activity for developing the 4Cs ski...Margarida Romero
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Our journal has Numbers tell stories, and in the world of research and development, mathematics is the universal language. Join us as we explore the elegant equations and mathematical models that underpin technological advancements and scientific breakthroughs.
The document summarizes a presentation about implementing robotics and programming activities to foster computational thinking and creativity. It discusses using various robotic systems and programming environments in classroom activities. Results showed that combining robotics, programming, and unplugged activities better supported student learning and development of skills like collaboration. Recommendations include emphasizing challenging students to understand robotic devices and debugging processes over just using them.
The document summarizes a presentation about implementing robotics and programming activities to foster computational thinking and creativity. It discusses using various robotic systems and programming environments in classroom activities. Results showed that combining robotics, programming, and unplugged activities better supported student learning and development of skills like collaboration. Recommendations include emphasizing understanding devices and programming over just using them, and letting students debug problems and share ideas.
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This document discusses research on intergenerational play and game design using participatory and digital methods. It describes strategies for orchestrating creative programming workshops that bring together participants of different generations, including using icebreaking roles that play to the strengths of older and younger groups and having them collaboratively create digital stories and games. The research is supported by several organizations and has resulted in publications on topics including game-based learning across the lifespan, scaffolding digital game design for intergenerational groups, and moving from procedural puzzle-based coding to creative programming.
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Creative Game Based Learning: from the Learning Mechanics Game Mechanics (LMGM) to creative robotics. Prof dr @margaridaRomero / Lab director @fabline06 #Nice06 @uca_research
The document discusses the growing movement to teach computer programming and coding to children in schools. It provides examples of initiatives and programs in different places that aim to introduce coding in primary and secondary schools, as well as arguments for why coding skills are as important as reading and writing in the 21st century. Organizations discussed include Code.org, Code Club, Young Rewired State and Facebook programs to get more girls interested in engineering. The importance of teaching coding is framed as a way to develop critical thinking skills and prepare children for future jobs that may involve programming.
This document provides information about the Computer Explorers afterschool program. It offers a variety of technology courses for students aged 3 and older, including programming, engineering, filmmaking, and graphic design. Courses are taught using hands-on projects and the latest technology tools. Computer Explorers has over 30 years of experience and 600 teachers who teach over 25,000 students per week across the US and internationally. Recommended courses combine skills like robotics, Minecraft, and coding to engage students in STEM learning.
Presentation given via elluminate to Bucks County IU Educators on planning interactive videoconference collaborations in the classroom
Similar to 20170126 #bett2017 @margaridaromero From computing to computational thinking: Encouraging creative approaches to problem-solving across the curriculum (20)
Actividades tecnocreativas para el desarrollo de competencias transversalesMargarida Romero
El documento resume las actividades de un grupo de trabajo (GTnum) sobre inteligencia artificial y educación (#Scol_IA) dirigido por Margarida Romero, Laurent Heiser, Maryna Rafalska y Laura Morales. El grupo tiene cinco equipos de trabajo centrados en la formación en IA, la cultura de la IA, dispositivos innovadores, el seguimiento del aprendizaje y la modelización del aprendizaje. El grupo busca promover un enfoque abierto, transdisciplinario y anclado local e internacionalmente.
Empowering girls and women in STEAM education !
Autonomisation des filles et des femmes dans l’éducation STIAM !
https://www.researchgate.net/publication/344852818_Vibot_the_robot
20220106 Enjeux éducatifs à l’ère de l’IA : Compétences, dispositifs de form...Margarida Romero
Les processus d'enseignement et d'apprentissage sont très complexes, et notre compréhension de ce qui est l'intelligence humaine est encore limité. Dans ce contexte, ce qui est dénommé "intelligence artificielle" peut-elle apporter quelque chose aux élèves ? aux enseignants ? à la recherche en sciences de l'éducation det la formation ?
Quelques questionnements que j'ai partagé dans le cadre de la 3e journée Enseignement et Formation en IA « IA pour l’enseignement » de l’Association Française pour l’Intelligence Artificielle (AFIA) : "Enjeux éducatifs à l’ère de l’IA : Compétences, dispositifs de formation et opportunités pour la recherche en éducation" dans le cadre des travaux développés dans le GTnum #Scol_IA, l'ANR #CreaMaker (tâche #CreaCube), MSc. Smart Ed Tech - Université Côte d'Azur, Otesia, l'action exploratoire Inria "Artificial Intelligence Devoted to Education", Let's STEAM, Cai-community et les actions de médiation scientifique avec Terra Numerica.
20201208 Gala Conf. Artifactual Affordances In Playful RoboticsMargarida Romero
This document discusses a study analyzing the artifactual affordances that participants engage with during an educational robotics activity called CreaCube. CreaCube involves using modular robotic cubes to build a vehicle that can autonomously move between two points. The study found that participants exploring the cubes perceived affordances related to the cubes' tinkerability, usability, aesthetics, playability, and ability to provide feedback. Analyzing these artifactual affordances provided insights into how participants approached problem-solving during the open-ended robotics task.
Résolution créative des problèmes : seul, en équipe ou de manière participati...Margarida Romero
20201127 Nuit européenne des chercheur.e.s.
Résolution créative des problèmes : seul, en équipe ou de manière participative ?
La résolution de problème est l’une des compétences les plus importantes pour notre développement comme citoyen.ne.s mais aussi comme professionnels. Mais, est-il préférable de résoudre des problèmes seuls ou avec d’autres ?
20200603 Activités technocréatives à l'école primaireMargarida Romero
Activités technocréatives à l'école primaire
Au programme:
-échanges avec
@margaridaromero
, chercheuse en #SciencesDeLeducation
-étude de cas: l’école J-M Hyvert à Nice avant, pendant, après confinement
Index pointant vers la droitehttps://reseau-canope.fr/service/se-former-activites-technocreatives-en-relation-avec-les-parents.html
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
2. margarida.romero@fse.ulaval.ca
Associate professor of Educational Technology
Université Laval
margarida.romero@unice.fr
Professor at ESPE Nice
Université Nice Sophia Antipolis
Laboratoire d’Innovation et Numérique
pour l’Éducation (LINE)
#CoCreaTIC #5c21
Techno-creative activities
for the 21st century competencies
#Vibot
A story for the 7 to 107 years old
on robotics and programming
3.
4.
5. Should kids use technologies ?
?
@margaridaromero
Img;@FreepikatFlatIcon
6. Citizens as ICT consumers
(Interactive ICT usage)
=» Limits:
Representativity,
Obsolescence
Citizens as ICT co-creators
(Participatory Knowledge
Co-Creation)
Collaborative
problem-solving
techno-creativity
Src:CultOfMac.com
Src:Ladieslearningcode.com
Is not about the technology (nor its intentions) but about its actual
participatory creative use.
@margaridaromero
7. Should kids use technologies ?
@margaridaromero
Img;@FreepikatFlatIcon
Passive-participatory model
(Romero, Laferrière, & Power, 2016) based on Chi (2009).
Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural
puzzle-based games to creative programming. CIDUI.
#CoCreaTIC
8. Research supported by
#CoCreaTIC mission: Foster techno-cocreative problem-solving
and humanistic values through community-based challenges
engaging intergenerational participants.
#5c21 values
and attitudes
#Vibot the robot, an
intergenerational book about
programming and educational
robotics. Available in French and
English (paper and online).
#5c21 guide including
15 ideas of co-creative
activities for the 21st
century kids: from
unplugged computing to
Minecraft.
#5c21 : 5 key competencies for
the 21st century citizenship
#5c21 assessment tool:
www.cocreatic.net
Studio #Vibot on Scratch
Community-based challenges:
#smartcitymaker #fabville /
#r2t2
w/ A. LepageDesign by Leslie Dumont
w/ V. Vallerand
w/ R. Kamga; B. Lille; JN Proulx
Illustrated by Loufane
w/ A. Roy
#CoCreaTIC
Invited research: S. Netto
Lead by M. Romero
Related projects: Silver
Gaming @ACT, IMAGINE
(w. G. Cucinelli, A-L.
Davidson)
10. #Vibot the robot, an intergenerational book about programming and
educational robotics. Available in French and English (paper and online).
Creative programming with Scratch and #Vibot the robot
https://scratch.mit.edu/
Studio #Scratch de #Vibot: https://scratch.mit.edu/studios/1999251/
13. Learning to code is not enough!
● Code is part of the literacy required
for creative programming
Programming is a human-sensitive
decision-making of
1. analysis a (complex)
problem-situation;
2. organisation, reduction of the
complexity (selecting an angle and
the entities to model) and
modelling the problem-situation;
3. creating a program (code) through
the use of an specific language
4. testing, debugging and maintaining
the program.
@margaridaromero
14. 5 levels of learning to code activities (Romero et al. 2016)
@margaridaromero
15. 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
16. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary team-based challenges
Challenge:coordinate and program the robots
moves in the arena representing the surface of Mars.
16 teams in 5 countries (FR, SW, MX, CA, St-Lucie)
17. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
Challenge
Community Noé, age 5, suffers from agenesis of the left
hand. The little boy received a prosthesis
made by the secondary level students of
Soing (France). The artificial hand was
realized thanks to a printer 3D.
Belonging, caring, contributing (cocreative
project), goodwilling
Team-defined and regulated cocreative
activity to solve an authentic complex
ill-defined problem.
Complex ill-defined problems requires , on
the one hand, a worthy community-oriented
inquiry that could benefit from a design
based approach, interdisciplinarity, a
diversity of literacies and the 21st century
competencies: collaboration, problem
solving, creativity, critical thinking and
computational thinking.
18. Challenges requires a certain
degree of complexity to
engage learners in a cocreative
activity
What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
Schools avoids complexity by
organizing uncontextualized
knowledge units according to the
curriculum and the disciplines
Related attitudes
and skills:
curiosity, ambiguity
tolerance, systems
thinking,
abstraction, pattern
thinking, error
tolerance.
Complexity
19. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
Community
Students oriented to clean
the oceans.
Analysisofanill-defined
complexproblem
Cesar Harada students, at the Hong Kong Harbour School,
wanted to contribute to remove plastics from the ocean.
M
odelling/Design(schem
a;
com
plexityreduction)
Challenge
Build a water-pro robot to
sense and collect plastics.
Code and systems literacy (for
programming and building a robot)
Programming
andmaking
therobot
Testingand
improvement
Solution
20. Computational thinking as a set of cognitive
and metacognitive strategies engaged in the
● analysis and modelling of (complex)
problem-situations,
● and the creation and test of digital system to
provide a creative solution to the problem-situation.
Complexity
Modelling/Design(schema;
complexityreduction)
Analysisofanill-defined
complexproblem
ProgrammingandcreatingtheartefactTestingandimprovement
Romero & Lepage (2016); Romero (2016); Romero, Lepage & Lille (2016)
21. Should kids use technologies ?
Can technologies support
creative participation
across the lifespan ?
@margaridaromero
Img;@FreepikatFlatIcon
22. Cocreative uses of technologies for educationIntergenerationallearning
Robotics, 4th
industrial
revolution
Creative
class
21st century
competencies
Educational
robotics
Problem solving
Computational
thinking
Collaboration
Creativity
Critical thinking
Creative
programming
Society Education
Curriculum
Learning through
game creation
@margaridaromero
24. Research supported by
Thank you for your attention.
All feedback welcome !
margarida.romero@fse.ulaval.ca ; @margaridaromero
#5c21 values
#Vibot the robot.
#5c21 guide
#5c21 competencies
#5c21 assessment tool:
www.cocreatic.net
Studio #Vibot on Scratch
#smarticitymaker #fabville /
#r2t2
w/ A. LepageDesign by Leslie Dumont
w/ V. Vallerand
w/ R. Kamga; B. Lille; JN Proulx
Illustrated by Loufane
w/ A. Roy
#CoCreaTIC
Invited research: S. Netto
Lead by M. Romero
Related projects: Silver
Gaming @ACT, IMAGINE
(w. G. Cucinelli, A-L.
Davidson)
28. Creative programming with Scratch and
#Vibot the robot
https://scratch.mit.edu/
Studio #Scratch de #Vibot: https://scratch.mit.edu/studios/1999251/
35. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
● Amabile defined challenge as “arising from the intriguing
nature of the problem itself or its importance to the
organization” (1996, p. 232).
● Challenge is intrinsically driven.
● Humanistic approach of life, community and education
that promotes positive relations, participation and
collaboration.
● Empathy, care and goodwill actions towards the
community.
Challenge
Community
Belonging, caring,
contributing (cocreative
project), goodwilling
36. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
Complexity Authenticity
Diversity
Engagement
Creative activity
(socio/co/self)regulation
Identify, select, empathise and engage towards
a problem to solve
Creative action-oriented empathy for a worthy
problem or situation to improve or to solve
(going beyond passive awareness or “likes”).
Challenge
39. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
Design thinking approach Analysis,
Definition
Programming
Ideation
Mechanics
Electronics
Building
Prototype
Test
Programming, educational
robotics, #makered
Challenge
Community
Diversity
Complexity
Empathy
Authenticity
Engagement
Creative
activity
(socio/co/self)
Values
Attitudes
40. What kind of activities can engage learners in
creative collaboration?
Interdisciplinary community-based challenges
Design thinking approach
Challenge
Complexity
Values
Attitudes
Design is a way to tame complexity
(Donald A. Norman)
Controlling complexity is the essence of
computer programming. ― Brian W.
Kernighan
“Design = Navigating complexity with
empathy” (@hellomedian)
Programming, educational
robotics, #makered
"Why can't things be simple?"
Why? Because life is complex."
― from "Living with Complexity
(Normand)"
41. What kind of activities can engage learners
in creative collaboration?
Interdisciplinary community-based
challenges
Complexity Authenticity
Diversity
Value and values: Worthy inquiry
and creative project benefiting a
person, group or community
Culture
Knowledge
Competencies
Values
Recognize and value
diversity; discuss
divergent values when
required for the
challenge process.
Literatties
Languages
Patterns Narratives; storytelling
Game mechanics
Attitudes
Spaces
Activities
Engagement
Creative activity
42. Pratiques
éducatives
(Réseau d’écoles
associées)
Communauté
élargie
Laboratoire d'Innovation et Numérique pour l'Éducation (LINE)
Recherche en
éducation
Formation des
enseignants
NumériqueInnovation
Formationàlarecherche
L’innovation est facilité par la coprésence et la mise à disposition d’un espace de co-création
participative. LINE pourrait disposer d’un laboratoire co-créatif dans un lieu physique alliant
les caractéristiques d’un makerspace, d’un living lab et d’un open lab (Barma, Romero, &
Deslandes, 2017; Capdevila, 2013; Mérindol et al. 2016).
52. @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).
54. @margaridaromero
Romero, M., Sawchuk,
K., Blat, J., Sayago, S.,
Ouellet, H. (Eds.), (2016).
Game-Based Learning Across the
Lifespan. Cross-Generational and
Age-Oriented Topics, Advances in
Game-Based Learning (Springer).
ISBN: 978-3-319-41795-0.
http://www.springer.com/us/book/9
783319417950
@SpringerEdu
book on LLL GBL
56. Scaffolding Digital Game Design Activities
Grouping Older Adults, Younger Adults and Teens
Research supported by Ageing + Communication + Technology www.actproject.ca
Silver Gaming activities
● 1 Springer book on intergenerational gaming
● 1 handbook on digital game design
● 1 children book feat. a coding-expert granny
● 1 Summer school (#SGISS15 lead by Romero) and
its proceedings
● 3 conference papers
● 2 conferences ‘tracks’ (HCI 2016 lead by Loss,
#CIRTA 2016 lead by Romero)
● 6 workshops … and a lot of fun !!
57. @margaridaromero
Outcomes: publications #ACTproject #CoCreaTIC
Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (Eds.), (2016). Game-Based
Learning Across the Lifespan. Cross-Generational and Age-Oriented Topics,
Advances in Game-Based Learning (Springer). ISBN: 978-3-319-41795-0.
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.
58. #SmartCityMaker, construction d’une ville avec des
matériaux recyclés et des vehicules automates (robots
Beebot, Cubelets, mBot, NXT).
Romero, Proulx, Kamga & Lille (TEN2901)
Margarida.Romero@fse.ulaval.ca
59. #SmartCityMaker, le restaurant tournant de l’hôtel
Concorde avec LEGO WeDo 2.0
Romero (TEN2901)
Margarida.Romero@fse.ulaval.ca
60. Coopétition Zone01 à l’Université Laval, des défis de
robotique pédagogique (primaire-recrues, junior,
senior, WRO)
61. Vibot le robot, un conte
d’introduction à la
programmation et à la
robotique
Vibot visite le MIT Media Lab
62. Premiers pas sur #Scratch .
Ouvrez le projet Scratch suivant:
https://scratch.mit.edu/projects/121266593/#editor
Situation:
Le chat Scratch voudrait savoir le nom des différents
robots.Il s'approche d'eux et leur demande leur nom en
leur envoyant le message 'DireNomDuRobot'.
Votre défi est de programmer l'abeille pour qu'elle dise
son nom (“Beebot”) quand elle reçoit le message
'DireNomDuRobot'.
Pas à suivre:
Cliquez sur le ‘lutin/sprite’ de l’abeille en bas à gauche de l’écran.
Sur la bibliothèque de code, sélectionnez dans la catégorie
“Événements” et glissez-le sur l’espace de programmation. Ensuite
cliquez sur “Apparence”, sélectionnez écrivez “Beebot” et collez cette
ligne de code sous l’autre. Cliquez sur le drapeau vert pour tester votre
programmation.
N’hésitez pas à
demander de l’aide à vos
voisin.e.s de table!
63. Research supported by
margarida.romero@fse.ulaval.ca
Associate professor of Educational Technology
Université Laval
#CoCreaTIC leader
@margaridaromero
margarida.romero@unice.fr
Professor at ESPE Nice
Université Nice Sophia Antipolis
Head of the “Laboratoire d’Innovation et
Numérique pour l’Éducation” (LINE)
#Vibot
#5c21
#CoCreaTIC