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Learning Music Through Play in Out-of-School Context
Learning through playing for or against each other?
Promoting collaborative learning in digital game-based learning
Margarida ROMERO
Dir. Laboratoire d’Innovation et Numérique pour l’Education (LINE)
Université Côte d’Azur, France
@margaridaromero Margarida.Romero@unice.fr
margarida.romero@unice.fr
Full 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
4
Do you play a
musical
instrument ?
Right hand : “solo”
Left hand: band or group
https://princessofpavement.com/2011/02/20/snotcicles-and-lego-hands/
Did you / Do you
build/create ?
Right hand : past
Left hand: now
Bricks?
Meccanos?
Electronics?
City Models?
TreeHouse?
#5c21
Romero(2016).Design:Dumont
7
Game Design
Creative robotics
Creative programming
Romero, M., Lille, B., & Patiño, A. (2017). Usages créatifs du numérique pour l'apprentissage au XXIe siècle. PUQ.
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
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).
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Creativity ?
Henriksen, Mishra and Fisser (2016) :
“creativity emerges and exists within a system,
rather than only at the level of individual
processes” (p. 27).
Creativity, shape shifting according to the context and
activity
Creativity as way to find different solutions
(divergent thinking).
Divergent thinking could assessed using the Alternate Use
Task (AUT, Guilford, 1967) that
requires finding alternative uses for an object.
Creativity as way to find different solutions
(divergent thinking).
Socio-cultural factors in creativity.
Creativity should be evaluated within a group of reference.
Analysis
Creation
Understanding
the
situation
Organizing
and
m
odeling
the
situation
Solution
Socio-cultural
factors Deviseasolution
Evaluateandadoptaniterative
process
Systems
Romero, Davidson, Lille, Leifheit, Kamga, Tsarava (2019)
Co-creativity assessment requires humans to evaluate the
value of solution within a human sensibility to a problem
Romero, M., Lepage, A., & Lille, B. (2017). Computational thinking development
through creative programming in higher education. International Journal of
Educational Technology in Higher Education, 14(1), 42.
Automatic CT analysis by Dr. Scratch (0.251 ± 0.0184)
#5c21 CT expert analysis (0.469 ± 0.0551)
Can technologies
support the creative
collaboration ?
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.
From the passive multimedia consumer to the
creative co-creator
Passive-participatory model (Romero, Laferrière, & Power, 2016).
Passive-participatory model (Romero, Laferrière, & Power, 2016).
Listen music
without selecting
(radio)
Selecting music to
listen
Playing music (solo)
Band/Group
playing
Participatory play
Individual musical
creation
Band/Group
musical cocreation
Creating music in a
participatory way
Creating a playlist
Cocreating a
playlist
Broadcasting
music
Learners as ICT co-creators
(Participatory Knowledge Co-Creation)
Intergenerational techno-creativity
Src:Ladieslearningcode.com
Techno-creative citizenzip to
improve communities =
Humanistic values + 21st Century Skills + Knowledge
+ Learning context and technocreative activities
Can games support
(creative) collaborative
learning ?
Collaborative Serious Games
Collaborative Serious Games
Collaborative (game based) learning
Margarida Romero, Ph. D.
Collaborative GBL & Group Awareness
In Collaborative Serious Games, are students
• “learning alone, together” (Eastmond, 1995) ?
• collaborating towards a common goal ?
• competing with or against other students or groups ?
Collaborative serious games
Collaborative Serious Games
Romero, M., Usart, M., Ott, M., Earp, J., & de Freitas, S. (2012). Learning through
playing for or against each other? Promoting collaborative learning in digital game
based learning. Learning, 5(2012), 15-2012.
Margarida Romero, Ph. D.
Collaborative GBL & Group AwarenessSerious Games for
Collaborative Learning1.Collaborative serious games
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Margarida Romero, Ph. D.
Collaborative GBL & Group AwarenessCompetition and cooperation
dynamics in SG2.Serious Games for
Collaborative Learning1.Competition and cooperation dynamics in SG
•
• …
•
Margarida Romero, Ph. D.
Collaborative GBL & Group AwarenessCompetition and cooperation
dynamics in SG2.Serious Games for
Collaborative Learning1.Competition and cooperation dynamics in SG
Margarida Romero, Ph. D.
Collaborative GBL & Group AwarenessCompetition and cooperation
dynamics in SG2.Competition and cooperation
dynamics in SG2.Serious Games for
Collaborative Learning1.Competition and cooperation dynamics in SG
French paradox
Collaboration + Competition + Risk taking
Intra group collaboration
Intergroup competition
Risk taking
Co-creating games, makered or robotic solutions
for developing 5 key competencies
for the 21st century workplace
#5c21
#CoCreaTIC
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational thinking
Participatory Co-Design of Games :
https://vimeo.com/157339347
https://vimeo.com/157339347
@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
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/
Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the
Lifespan. Springer.
Values and attitudes for
interdisciplinary community-based challenges
What are the maker skills and attitudes ?
Collectivism
Tolerance of ambiguity
Error tolerance
Challenge orientation
So where's your
accent from?
Le jeu numérique comme stratégie
pédagogique
Prof @margaridaRomero
margarida.romero@unice.fr
Lab director @fabline06 #Nice06 @uca_research
LINE Lab Director
Université Côte d’Azur
(@fabline06 @uca_research)
MsC SmartEdTech Co-director
(online + 2 intensive weeks in #Nice06)
Associate professor.
Université Laval
#5c21
5 competencies for the 21st century!
Romero(2016).Design:Dumont
46

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20190414 Learning through playing for or against each other?

  • 1. Learning Music Through Play in Out-of-School Context Learning through playing for or against each other? Promoting collaborative learning in digital game-based learning Margarida ROMERO Dir. Laboratoire d’Innovation et Numérique pour l’Education (LINE) Université Côte d’Azur, France @margaridaromero Margarida.Romero@unice.fr
  • 2.
  • 3. margarida.romero@unice.fr Full 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
  • 4. 4
  • 5. Do you play a musical instrument ? Right hand : “solo” Left hand: band or group
  • 6. https://princessofpavement.com/2011/02/20/snotcicles-and-lego-hands/ Did you / Do you build/create ? Right hand : past Left hand: now Bricks? Meccanos? Electronics? City Models? TreeHouse?
  • 7. #5c21 Romero(2016).Design:Dumont 7 Game Design Creative robotics Creative programming Romero, M., Lille, B., & Patiño, A. (2017). Usages créatifs du numérique pour l'apprentissage au XXIe siècle. PUQ.
  • 8. 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
  • 9. 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).
  • 10. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 11. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 13. Henriksen, Mishra and Fisser (2016) : “creativity emerges and exists within a system, rather than only at the level of individual processes” (p. 27).
  • 14. Creativity, shape shifting according to the context and activity
  • 15. Creativity as way to find different solutions (divergent thinking). Divergent thinking could assessed using the Alternate Use Task (AUT, Guilford, 1967) that requires finding alternative uses for an object.
  • 16. Creativity as way to find different solutions (divergent thinking).
  • 17. Socio-cultural factors in creativity. Creativity should be evaluated within a group of reference. Analysis Creation Understanding the situation Organizing and m odeling the situation Solution Socio-cultural factors Deviseasolution Evaluateandadoptaniterative process Systems Romero, Davidson, Lille, Leifheit, Kamga, Tsarava (2019)
  • 18. Co-creativity assessment requires humans to evaluate the value of solution within a human sensibility to a problem Romero, M., Lepage, A., & Lille, B. (2017). Computational thinking development through creative programming in higher education. International Journal of Educational Technology in Higher Education, 14(1), 42. Automatic CT analysis by Dr. Scratch (0.251 ± 0.0184) #5c21 CT expert analysis (0.469 ± 0.0551)
  • 19. Can technologies support the creative collaboration ?
  • 20. 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.
  • 21. From the passive multimedia consumer to the creative co-creator Passive-participatory model (Romero, Laferrière, & Power, 2016).
  • 22. Passive-participatory model (Romero, Laferrière, & Power, 2016). Listen music without selecting (radio) Selecting music to listen Playing music (solo) Band/Group playing Participatory play Individual musical creation Band/Group musical cocreation Creating music in a participatory way Creating a playlist Cocreating a playlist Broadcasting music
  • 23. Learners as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational techno-creativity Src:Ladieslearningcode.com
  • 24. Techno-creative citizenzip to improve communities = Humanistic values + 21st Century Skills + Knowledge + Learning context and technocreative activities
  • 25. Can games support (creative) collaborative learning ?
  • 26. Collaborative Serious Games Collaborative Serious Games Collaborative (game based) learning
  • 27. Margarida Romero, Ph. D. Collaborative GBL & Group Awareness In Collaborative Serious Games, are students • “learning alone, together” (Eastmond, 1995) ? • collaborating towards a common goal ? • competing with or against other students or groups ? Collaborative serious games Collaborative Serious Games Romero, M., Usart, M., Ott, M., Earp, J., & de Freitas, S. (2012). Learning through playing for or against each other? Promoting collaborative learning in digital game based learning. Learning, 5(2012), 15-2012.
  • 28. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessSerious Games for Collaborative Learning1.Collaborative serious games
  • 29. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 30. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 31. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 32. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessCompetition and cooperation dynamics in SG2.Serious Games for Collaborative Learning1.Competition and cooperation dynamics in SG • • … •
  • 33. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessCompetition and cooperation dynamics in SG2.Serious Games for Collaborative Learning1.Competition and cooperation dynamics in SG
  • 34. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessCompetition and cooperation dynamics in SG2.Competition and cooperation dynamics in SG2.Serious Games for Collaborative Learning1.Competition and cooperation dynamics in SG
  • 35. French paradox Collaboration + Competition + Risk taking Intra group collaboration Intergroup competition Risk taking
  • 36. Co-creating games, makered or robotic solutions for developing 5 key competencies for the 21st century workplace #5c21 #CoCreaTIC ○ Critical thinking ○ Collaboration ○ Creativity ○ Problem solving ○ Computational thinking
  • 37. Participatory Co-Design of Games : https://vimeo.com/157339347 https://vimeo.com/157339347
  • 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
  • 39. 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/
  • 40. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 41. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 42. Values and attitudes for interdisciplinary community-based challenges
  • 43. What are the maker skills and attitudes ? Collectivism Tolerance of ambiguity Error tolerance Challenge orientation
  • 45. Le jeu numérique comme stratégie pédagogique Prof @margaridaRomero margarida.romero@unice.fr Lab director @fabline06 #Nice06 @uca_research LINE Lab Director Université Côte d’Azur (@fabline06 @uca_research) MsC SmartEdTech Co-director (online + 2 intensive weeks in #Nice06) Associate professor. Université Laval
  • 46. #5c21 5 competencies for the 21st century! Romero(2016).Design:Dumont 46