1) The document discusses research by Prof. Margarida Romero on attitudes in maker education, including trust, tolerance for ambiguity, and cognitive flexibility. It lists publications and provides information on her role as a lab director.
2) Contact information is provided for Prof. Romero's research lab in Nice, France, along with an invitation to collaborate. Hard work and play are encouraged.
3) An upcoming event is announced on intergenerational playful robotics to take place in April 2019 in Nice.
1. The document discusses organizing intergenerational maker education and game-based learning workshops to develop 21st century skills.
2. Three activity strategies are proposed: intergenerational game creation, icebreaking roles, and storytelling that transitions to coding.
3. The CreaCube activity is described as a playful way to evaluate creative problem-solving through building an autonomous vehicle.
The document discusses how online games can facilitate the development of 21st century skills. It notes that games are primarily social activities where players often learn skills such as problem-solving, decision-making, teamwork and communication without intending to. The document suggests online games and virtual worlds could help players develop skills like managing information, relating to others, and thriving in diverse and changing environments. It poses questions about whether online games and virtual worlds will become more mainstream and influence how education approaches informal learning in the future.
20190404 Un parcours sur les initiatives d'apprentissage maker dans la Métrop...Margarida Romero
This document discusses initiatives in maker education and learning in Nice, France. It summarizes several papers and projects focused on intergenerational learning through maker spaces and participatory design workshops. The document discusses strategies for collaborative problem solving and developing 21st century skills like creativity, collaboration, and computational thinking. It frames maker education as supporting intergenerational and collaborative learning through co-creative processes.
20170126 #bett2017 @margaridaromero From computing to computational thinking:...Margarida Romero
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?
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.
- 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.
5th and 6th April 2019 #Nice06 @fabLINE06 will host intergenerational playful robotics activities. The event will include modular robotics workshops for different generations as well as Game Based Learning activities to develop creativity, collaboration, problem solving, and computational thinking. The workshops are part of research on intergenerational and creative learning conducted at the LINE research laboratory in Nice, France.
1. The document discusses organizing intergenerational maker education and game-based learning workshops to develop 21st century skills.
2. Three activity strategies are proposed: intergenerational game creation, icebreaking roles, and storytelling that transitions to coding.
3. The CreaCube activity is described as a playful way to evaluate creative problem-solving through building an autonomous vehicle.
The document discusses how online games can facilitate the development of 21st century skills. It notes that games are primarily social activities where players often learn skills such as problem-solving, decision-making, teamwork and communication without intending to. The document suggests online games and virtual worlds could help players develop skills like managing information, relating to others, and thriving in diverse and changing environments. It poses questions about whether online games and virtual worlds will become more mainstream and influence how education approaches informal learning in the future.
20190404 Un parcours sur les initiatives d'apprentissage maker dans la Métrop...Margarida Romero
This document discusses initiatives in maker education and learning in Nice, France. It summarizes several papers and projects focused on intergenerational learning through maker spaces and participatory design workshops. The document discusses strategies for collaborative problem solving and developing 21st century skills like creativity, collaboration, and computational thinking. It frames maker education as supporting intergenerational and collaborative learning through co-creative processes.
20170126 #bett2017 @margaridaromero From computing to computational thinking:...Margarida Romero
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?
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.
- 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.
5th and 6th April 2019 #Nice06 @fabLINE06 will host intergenerational playful robotics activities. The event will include modular robotics workshops for different generations as well as Game Based Learning activities to develop creativity, collaboration, problem solving, and computational thinking. The workshops are part of research on intergenerational and creative learning conducted at the LINE research laboratory in Nice, France.
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.
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.
This document discusses co-creativity in maker education contexts. It describes the Invent@UCA program at Université Côte d'Azur which aims to foster skills like creativity, collaboration, and problem solving through real-world challenge-based learning. Students work in multidisciplinary teams on challenges presented by companies through programs like DEMOLA or on societal issues through initiatives like OASIS. The program brings together different schools and institutions to create a collaborative environment that supports creativity. It also discusses developing co-creativity in maker education contexts through hands-on projects that engage students in collaborative design and problem solving.
ANR #CreaMaker workshop: co-creativity, robotics and maker educationMargarida Romero
This document summarizes a workshop on co-creativity, robotics, and maker education. It discusses how maker-based projects have the potential to develop creativity through individual and collaborative contexts. It also aims to analyze the development of creativity in team-based maker activities. The workshop brought together researchers from several countries to advance understanding of how to design, implement, and evaluate co-creativity in technology-enhanced learning contexts, particularly maker education. Several presentations are summarized, including ones on assessing co-creativity, developing computational thinking through games and comics, and using robotics in education.
20181008 Creative Game Based Learning: from the Learning Mechanics Game Mecha...Margarida Romero
Creative Game Based Learning: from the Learning Mechanics Game Mechanics (LMGM) to creative robotics. Prof dr @margaridaRomero / Lab director @fabline06 #Nice06 @uca_research
#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.
Digital game design as a complex learning activity for developing the 4Cs ski...Margarida Romero
Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning Alliance conference (GALA 2015), Rome.
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills needed for success in the 21st century. It identifies seven key skills: critical thinking, collaboration, agility, initiative, communication, analyzing information, and curiosity. Media literacy is also discussed as an important competency. Students should develop skills with technology tools, build relationships to solve problems, design information for various audiences, and manage multiple streams of data. Developing these skills will help students learn through experience and apply their knowledge.
This document summarizes a collaboration between three youth organizations - Make the Road New York, The Academy at Urban Arts Partnership, and LatinoJustice PRLDEF - on a "Changemaker Project" called "More Than A Quota". The project utilized advocacy, creativity, grassroots organizing and online activism to examine the impact of discriminatory policing practices on youth communities. Students from the three organizations came together, with creative students providing digital and artistic talents and grassroots organizers utilizing new media strategies. Through a social media campaign, survey website, and engaging youth in Twitter town halls and meme creation, the project aimed to elevate the issue and engage youth participation. The collaboration resulted in youth becoming engaged in political participation and
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills and strategies for 21st century learning. It identifies seven key survival skills for the 21st century: critical thinking, collaboration, agility, initiative, communication, assessing information, and curiosity. It also discusses the importance of innovation, brain research that supports experiential learning, 21st century skills like problem solving and communication, and digital and media literacy. Finally, it advocates for collaboration as a key to overcoming global challenges.
ACT activities. Let’s have creative fun together!Margarida Romero
The document discusses an intergenerational workshop on digital game creation held in Quebec. It provides details on the workshop such as 65 participants engaging in exchanges on participatory game design and intergenerational learning. It also mentions students presenting projects related to aging and technology topics from the ACT research project and calls for chapters on game-based learning across the lifespan.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
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.
This document discusses a research group that studies interaction design at the intersection of social sciences and computer science. They take a research through design approach and conduct both exploratory design projects with fictional scenarios and collaborative industry projects. Their research focuses on social media and how it can catalyze new forms of relationships and sociability. They explore topics like alternative communication, sociability in constrained environments, empathy in education, and using data visualization and tangible interfaces to improve social connections. They develop applied research with design methods and theoretical foundations from fields like sociology, information science, and cognitive psychology.
Different Games 2015. ACT. Silver Gaming. Engaging elders and secondary level...Margarida Romero
The document describes a research project that engages elders and secondary students in intergenerational learning through participatory game design. Students interview elders about their life experiences and create open educational games based on the stories. The games aim to promote digital creativity, social participation, and heritage preservation among elders while allowing students to learn through real-life stories and game creation. Researchers facilitate the process and evaluate it using a methodology called HEXA-GBL for serious game creation.
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.
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.
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.
This document discusses co-creativity in maker education contexts. It describes the Invent@UCA program at Université Côte d'Azur which aims to foster skills like creativity, collaboration, and problem solving through real-world challenge-based learning. Students work in multidisciplinary teams on challenges presented by companies through programs like DEMOLA or on societal issues through initiatives like OASIS. The program brings together different schools and institutions to create a collaborative environment that supports creativity. It also discusses developing co-creativity in maker education contexts through hands-on projects that engage students in collaborative design and problem solving.
ANR #CreaMaker workshop: co-creativity, robotics and maker educationMargarida Romero
This document summarizes a workshop on co-creativity, robotics, and maker education. It discusses how maker-based projects have the potential to develop creativity through individual and collaborative contexts. It also aims to analyze the development of creativity in team-based maker activities. The workshop brought together researchers from several countries to advance understanding of how to design, implement, and evaluate co-creativity in technology-enhanced learning contexts, particularly maker education. Several presentations are summarized, including ones on assessing co-creativity, developing computational thinking through games and comics, and using robotics in education.
20181008 Creative Game Based Learning: from the Learning Mechanics Game Mecha...Margarida Romero
Creative Game Based Learning: from the Learning Mechanics Game Mechanics (LMGM) to creative robotics. Prof dr @margaridaRomero / Lab director @fabline06 #Nice06 @uca_research
#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.
Digital game design as a complex learning activity for developing the 4Cs ski...Margarida Romero
Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning Alliance conference (GALA 2015), Rome.
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills needed for success in the 21st century. It identifies seven key skills: critical thinking, collaboration, agility, initiative, communication, analyzing information, and curiosity. Media literacy is also discussed as an important competency. Students should develop skills with technology tools, build relationships to solve problems, design information for various audiences, and manage multiple streams of data. Developing these skills will help students learn through experience and apply their knowledge.
This document summarizes a collaboration between three youth organizations - Make the Road New York, The Academy at Urban Arts Partnership, and LatinoJustice PRLDEF - on a "Changemaker Project" called "More Than A Quota". The project utilized advocacy, creativity, grassroots organizing and online activism to examine the impact of discriminatory policing practices on youth communities. Students from the three organizations came together, with creative students providing digital and artistic talents and grassroots organizers utilizing new media strategies. Through a social media campaign, survey website, and engaging youth in Twitter town halls and meme creation, the project aimed to elevate the issue and engage youth participation. The collaboration resulted in youth becoming engaged in political participation and
Media literacy in the 21st century isacs 2012lmittler
This document discusses skills and strategies for 21st century learning. It identifies seven key survival skills for the 21st century: critical thinking, collaboration, agility, initiative, communication, assessing information, and curiosity. It also discusses the importance of innovation, brain research that supports experiential learning, 21st century skills like problem solving and communication, and digital and media literacy. Finally, it advocates for collaboration as a key to overcoming global challenges.
ACT activities. Let’s have creative fun together!Margarida Romero
The document discusses an intergenerational workshop on digital game creation held in Quebec. It provides details on the workshop such as 65 participants engaging in exchanges on participatory game design and intergenerational learning. It also mentions students presenting projects related to aging and technology topics from the ACT research project and calls for chapters on game-based learning across the lifespan.
The document describes a camp that focuses on robotics, virtual reality, and gaming. Students will learn about robot design and programming, experience virtual reality to visit different places, and take their ideas to create video games. The camp aims to develop students' skills in areas like critical thinking, teamwork, and STEM learning in a fun, hands-on way through interactive projects and activities using different technologies.
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.
This document discusses a research group that studies interaction design at the intersection of social sciences and computer science. They take a research through design approach and conduct both exploratory design projects with fictional scenarios and collaborative industry projects. Their research focuses on social media and how it can catalyze new forms of relationships and sociability. They explore topics like alternative communication, sociability in constrained environments, empathy in education, and using data visualization and tangible interfaces to improve social connections. They develop applied research with design methods and theoretical foundations from fields like sociology, information science, and cognitive psychology.
Different Games 2015. ACT. Silver Gaming. Engaging elders and secondary level...Margarida Romero
The document describes a research project that engages elders and secondary students in intergenerational learning through participatory game design. Students interview elders about their life experiences and create open educational games based on the stories. The games aim to promote digital creativity, social participation, and heritage preservation among elders while allowing students to learn through real-life stories and game creation. Researchers facilitate the process and evaluate it using a methodology called HEXA-GBL for serious game creation.
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.
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.
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
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 ...
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
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
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!
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
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
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.
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).
20181119 Attitudes in #makered @mmakerfaire @act_concordia @margaridaromero
1. Prof @margaridaRomero margarida.romero@unice.fr
Lab director @fabline06 #Nice06 @uca_research
Attitudes in Maker Education :
from trust to tolerance to ambiguity
Barma, S., Romero, M., & Deslandes, R. (2017). Implementing Maker Spaces to Promote Cross-Generational
Sharing and Learning. In Game-Based Learning Across the Lifespan (p. 65–78). Springer.
Cucinelli, G., Davidson, A.-L., Romero, M., & Matheson, T. (2018). Intergenerational Learning Through a
Participatory Video Game Design Workshop. Journal of Intergenerational Relationships, 16(1‑2), 146–165.
Lille, B., & Romero, M. (2017). Creativity assessment in the context of maker-based projects. Design and
Technology Education: an International Journal, 22(3), 32–47.
2. Prof @margaridaRomero margarida.romero@unice.fr
Lab director @fabline06 #Nice06 @uca_research
#VibotLeRobot with @KidsCoding
MsC SmartEdTech Co-director
(online + 2 intensive weeks in #Nice06)
Associate professor
Université Laval
LINE Research lab director.
Université Côte d’Azur
(@fabline06 @uca_research)
6. 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 !
7. Work hard, play hard
(Aarssen & Crime, 2016)
7
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 !
8. 5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
9. 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.
10. 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.
12. WhaT Are Our StRatEGiEs iN
coLlABorATivE ProBlEM soLvINg?
13. 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.
CreaCube task objective:
Create an autonomous vehicle reaching the finish point.
15. 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
16. 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).
17. 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).
18. 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).
20. #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?
21.
22.
23.
24. Individuals are competent in their diversity of talents,
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!coLlECtiVElY inCOmPetENtS!
25. Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
26. Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
27. #CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
Let’S
coCrEaTE
tHe fUTurE !
30. ANR #CreaMaker
Attitudes in co-creative problem solving
In individual settings, adults feels more evaluation pressure than in team
settings.
In individual settings, adults engage an important amount of time in
ego-preservation strategies before, during and after the task.
31. 5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
32. 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/
34. @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
36. @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
42. @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).
45. Take home message:
5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
46. 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
47. 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).
48.
49. @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).