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20171014 #ACTproject meeting #uOttawa
1. Research supported by
and Vibot
the robot
Intergenerational play and game design:
participatory fun and digital empowerment
Li E Laboratoire d'Innovation et
Numérique pour l'Education
margarida.romero@unice.fr
Feat. Scratch
3. 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).
4. 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
Maker Education
5. @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
7. Scaffolding Digital Game Design Activities
Grouping Older Adults, Younger Adults and Teens
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
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 !!
13. Li E Laboratoire d'Innovation et
Numérique pour l'Education
margarida.romero@unice.fr
U’re welcome
to Nice!
14. @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.
17. @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
23. @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).
25. @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.
28. @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.
29. @margaridaromero
Citizens as ICT consumers
(Interactive ICT usage)
=» Limits:
Representativity,
Obsolescence
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.