2. Prof @margaridaRomero margarida.romero@unice.fr
Lab director @fabline06 #Nice06 @uca_research
LINE Research lab director.
Université Côte d’Azur
(@fabline06 @uca_research)
#VibotLeRobot with
@KidsCoding
MsC SmartEdTech Co-director
(online + 2 intensive weeks in #Nice06)
Associate professor
Université Laval
4. #CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
Let’S
coCrEaTE
tHe fUTurE !
WhaT fUTurE For Our KIdS?
5.
6.
7.
8. Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
9. Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
10. Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
11. #CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
Let’S
coCrEaTE
tHe fUTurE !
12.
13. @margaridaromero
#CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
#Vibot the robot, an intergenerational book
about programming and educational
robotics. Available in French and English
(paper and online).
17. You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education
at @UCA_research (Université Côté d’Azur)
Our lab and colleagues are also Nice !
18. You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education
at @UCA_research (Université Côté d’Azur)
Our lab and colleagues are also Nice !
Work hard, play hard !
Work hard, play hard
(Aarssen & Crime, 2016)
18
19. 5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
20. ANR #CreaMaker Project
PhD (3 years)
PostDoc (2 years)
https://creamaker.wordpress.com/
Cocreativity and problem solving in #makered.
The project focus on the study of co-creativity
in maker education activities such the
CreaCube task (problem solving analysis
through modular robotics).
21. ANR #CreaMaker
Creativity as a collaborative and context-related process
Henriksen, Mishra and Fisser (2016) suggest that “creativity emerges and
exists within a system, rather than only at the level of individual processes”
(p. 27).
The #CreaMaker project is situated within this systematic and collaborative
approach of creativity in the context of maker education. Creativity will be
considered within a system in which technology could be leverage for the
creative process (Henriksen et al., 2016).
The maker movement culture is based on sharing, giving, participating and
supporting a joint activity towards a creative solution (Blikstein, 2018). Maker
education could facilitate intergenerational learning by reuniting participants
from different ages and backgrounds in a co-creative process (Barma,
Romero, et al., 2017).
22. ANR #CreaMaker
Research Question: How does co-creativity develop through a
maker-based project in same-age and intergenerational groups?
Four age groups are considered for the study: high-school learners (15 to
18), undergraduate young adults (19 to 29), adult learners (30 to 59), and
older adults (60 to 79).
H1: intergenerational teams will be more
creative than same-age teams in a novelty
ill-defined task.
In same-age teams, we expect participants to show a higher level of
co-creativity at younger ages than in later life (H2: younger same-age
teams are more co-creative than adults and older same-age teams) and
observe different levels of creativity development through a maker-based
project depending on participants’ error tolerance (H3), tolerance to
ambiguity (H4) and risk taking when engaging into creative actions (H5).
26. 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.
27. 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.
28. 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).
30. Usages créatifs du numérique en éducation
(Activités d’apprentissage techno-créatives)Apprentissagesintergénérationnels
La robotique,
4ème révolution
industrielle
Classe
créative
Résolution de
problèmes
Pensée
informatique
Collaboration
Créativité
Pensée critique
Société Éducation
Robotique pédagogique
Apprentissage de la
programmation
Création de jeux numériques
Fabrication numérique (maker)
Pédagogie
créative
#5c21
Compétences 21e siècle
33. LMGM under the lens of
self-determination theory (SDT)
Proulx, J. N., Romero, M., & Arnab, S. (2016).
Learning Mechanics and Game Mechanics Under the
Perspective of Self-Determination Theory to Foster
Motivation in Digital Game Based Learning.
Simulation & Gaming, 1046878116674399.
34. LMGM under the lens of Activity Theory
Patino, A., & Romero, M. (2017). Understanding game mechanics
under the Activity Theory Approach in DGBL. In Y. Baek (Éd.), Game
Based Learning. Theory, Strategies and Performance outcomes. (p.
189‑202). NY (USA): Nova Science Pub Inc.
35. LMGM under the lens of Activity Theory
Learner
Game designer
Teacher
37. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the
Lifespan. Springer.
38. @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
41. @margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: scripting intergen game creation.
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
47. @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).
51. CreaCube activity,
engages the player in a
playful challenge to
evaluate his/her creative
problem-solving skills.
CreaCube, a playful activity to evaluate creative problem solving.
the game’s objective:
Create an autonomous vehicle reaching the finish point.
52. Thanks you and welcome to #Nice06
Margarida.Romero@unice.fr
@margaridaromero
ORCID : http://orcid.org/0000-0003-3356-8121
Google Scholar 3xyaF5oAAAAJ
http://unice.fr/laboratoires/line/
http://Researchgate.net/lab/Laboratoire-dInnovation-et-Numerique-pour-lEducation/
https://twitter.com/fabline06
https://www.facebook.com/fabline06/
53. ANR #CreaMaker
Co-creativity, attitudes and age model
Co-creativity
Same-age team (15 to 19 years)
Same-age team (19 to 29 years)
Same-age team (30 to 59 years)
Same-age team (60 to 79 years)
Intergenerational teams
Error tolerance
Tolerance to
ambiguity
Risk taking
54. Take home message:
5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics