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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
@margaridaromero
Can technologies support
creative participation
across the lifespan ?
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).
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
@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
@margaridaromero
In Vibot the robot,
granny ADA is the most tech-savvy member of the family !
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 !!
U’re welcome to Nice !!
● #fabLINE
● 5-6th April‘18 Ecritech
● 4-5th Oct’18 ECGBL
13 researchers in the field of education
○ ROMERO, Margarida (PU, Sciences de l’Éducation, 70), Directrice LINE
○ QUILIO, Serge (MCF, Didactique des mathématiques, 26), Responsable de l’Axe 1
○ DE SMET, Cindy (MCF, Sciences de l’Éducation, 70), Responsable de l’Axe 2
○ BRUNEL, Magali (MCF, Sciences de l’Éducation, 70), Responsable des relations avec
les partenaires
○ SANTINI, Jérôme (MCF, Sciences de l’Éducation, 70)
○ CALISTRI, Carole (MCF, Sciences du Langage, 7)
○ DOUEK, Nadia (MCF, Didactique des mathématiques, 26)
○ FALLER, Christine (PRAG Docteure, Sciences de l’Éducation, 70)
○ WINDER, Claire (PRAG Docteure, Didactique des mathématiques, 26)
○ LAPIQUE, Virginie (PRCE Docteure, Sciences du Langage, 7)
○ LAFLOTTE, Lara (ATER, Docteure, Psychopédagogie, 16)
○ MARCUCCI, Laetitia (ATER, Docteure, Philosophie, 17, 18, 72)
○ RACHED, Elie (ATER, Docteur, Sciences de l’Éducation, 70)
Axe 1
Axe 2
Li E Laboratoire d'Innovation et
Numérique pour l'Education
margarida.romero@unice.fr
U’re welcome
to Nice!
@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
https://vimeo.com/157339347
@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.
Romero (2016, in press)
#GC2020
Innovation Fair.
Ottawa. April 2016.
#ACTproject
#CoCreaTIC
#eduJeux
#5c21
@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
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.
@margaridaromero
Handbook on
Digital Game Design
You are invited to contribute
to the English release !!
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!
@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)
=» 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.
Techno-Creative
activities
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational
thinking
Romero (2016). Design : Dumont
#5c21

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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
  • 2. @margaridaromero Can technologies support creative participation across the lifespan ?
  • 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
  • 6. @margaridaromero In Vibot the robot, granny ADA is the most tech-savvy member of the family !
  • 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 !!
  • 8.
  • 9. U’re welcome to Nice !! ● #fabLINE ● 5-6th April‘18 Ecritech ● 4-5th Oct’18 ECGBL
  • 10. 13 researchers in the field of education ○ ROMERO, Margarida (PU, Sciences de l’Éducation, 70), Directrice LINE ○ QUILIO, Serge (MCF, Didactique des mathématiques, 26), Responsable de l’Axe 1 ○ DE SMET, Cindy (MCF, Sciences de l’Éducation, 70), Responsable de l’Axe 2 ○ BRUNEL, Magali (MCF, Sciences de l’Éducation, 70), Responsable des relations avec les partenaires ○ SANTINI, Jérôme (MCF, Sciences de l’Éducation, 70) ○ CALISTRI, Carole (MCF, Sciences du Langage, 7) ○ DOUEK, Nadia (MCF, Didactique des mathématiques, 26) ○ FALLER, Christine (PRAG Docteure, Sciences de l’Éducation, 70) ○ WINDER, Claire (PRAG Docteure, Didactique des mathématiques, 26) ○ LAPIQUE, Virginie (PRCE Docteure, Sciences du Langage, 7) ○ LAFLOTTE, Lara (ATER, Docteure, Psychopédagogie, 16) ○ MARCUCCI, Laetitia (ATER, Docteure, Philosophie, 17, 18, 72) ○ RACHED, Elie (ATER, Docteur, Sciences de l’Éducation, 70)
  • 11. Axe 1
  • 12. Axe 2
  • 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
  • 18. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
  • 19. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 20. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 22. #GC2020 Innovation Fair. Ottawa. April 2016. #ACTproject #CoCreaTIC #eduJeux #5c21
  • 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).
  • 24. @margaridaromero Orchestrating intergenerational creative programming workshops (II) #Vibot studio on #Scratch
  • 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.
  • 26. @margaridaromero Handbook on Digital Game Design You are invited to contribute to the English release !!
  • 27. 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!
  • 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.
  • 30. Techno-Creative activities ○ Critical thinking ○ Collaboration ○ Creativity ○ Problem solving ○ Computational thinking Romero (2016). Design : Dumont #5c21