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
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).
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.
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)
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
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
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.
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