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.
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.
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.
Transmedia Literacy applied as a learning framework for children with Intell...Miguel Gea
Transmedia is a emerging form of creating contents using different media, and it is successfully used for transmedia storytelling experience (Ciastellardi, 2013), where the elements of a fiction is dispersed across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story (Jenkins, 2011). This paper present a novel approach to use transmedia literacy for improve learning skills on young people, specifically oriented to persons with intellectual disabilities.
In the context of the Spanish project: “Las narrativas transmediales: nuevos modos de ficción audiovisual, comunicación informativa y performance en la cultura digital” (Ministerio de Economía y Competitividad, Madrid, España, Ref. CSO201347288, 20142017)
Discoference http://disconference.eu/wp-content/uploads/2017/01/CFP-EN.pdf (Disco 2018, Prage)
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.
This document discusses gamification and its application in Duolingo, a free language learning platform. It first defines gamification as using game design elements in non-game contexts. It then explains how gamification can increase user motivation by fulfilling the three components of competence, autonomy, and relatedness as defined by self-determination theory. A taxonomy is presented that links specific game elements to these motivational needs. The document analyzes how Duolingo successfully incorporates many game elements to gamify the language learning experience and motivate its over 100 million users through a sense of competence, autonomy, and relatedness.
Rethinking literacy through transmedia storytellingCathie Howe
This document summarizes a presentation about rethinking literacy through transmedia storytelling. It discusses how transmedia storytelling enhances engagement by telling stories across multiple media platforms and allowing for audience participation. Examples are provided of transmedia storytelling projects done with students, and guidelines are offered for implementing transmedia projects in the classroom. Resources and tools for creating transmedia stories are also listed.
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.
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.
Transmedia Literacy applied as a learning framework for children with Intell...Miguel Gea
Transmedia is a emerging form of creating contents using different media, and it is successfully used for transmedia storytelling experience (Ciastellardi, 2013), where the elements of a fiction is dispersed across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience. Ideally, each medium makes it own unique contribution to the unfolding of the story (Jenkins, 2011). This paper present a novel approach to use transmedia literacy for improve learning skills on young people, specifically oriented to persons with intellectual disabilities.
In the context of the Spanish project: “Las narrativas transmediales: nuevos modos de ficción audiovisual, comunicación informativa y performance en la cultura digital” (Ministerio de Economía y Competitividad, Madrid, España, Ref. CSO201347288, 20142017)
Discoference http://disconference.eu/wp-content/uploads/2017/01/CFP-EN.pdf (Disco 2018, Prage)
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.
This document discusses gamification and its application in Duolingo, a free language learning platform. It first defines gamification as using game design elements in non-game contexts. It then explains how gamification can increase user motivation by fulfilling the three components of competence, autonomy, and relatedness as defined by self-determination theory. A taxonomy is presented that links specific game elements to these motivational needs. The document analyzes how Duolingo successfully incorporates many game elements to gamify the language learning experience and motivate its over 100 million users through a sense of competence, autonomy, and relatedness.
Rethinking literacy through transmedia storytellingCathie Howe
This document summarizes a presentation about rethinking literacy through transmedia storytelling. It discusses how transmedia storytelling enhances engagement by telling stories across multiple media platforms and allowing for audience participation. Examples are provided of transmedia storytelling projects done with students, and guidelines are offered for implementing transmedia projects in the classroom. Resources and tools for creating transmedia stories are also listed.
The document provides a list of space-related terms and asks the reader to arrange them in alphabetical order. The terms are: asteroid, comet, galaxy, gravity, meteor, moon, nebula, planet, rings, star.
The document explains the alphabetical order system. It begins with A and ends with Z, with the letters ordered sequentially in between. Examples are provided of listing words and letters in alphabetical order. The key points are that alphabetical order starts with A, proceeds letter by letter to Z, and examples show how to order multiple items from A to Z based on their first letter.
Original fun drawings and text to teach alphabetical order in ten exercises, either as an introduction or as a 'catch up' for older students. Includes a final test page.
From www.learning-works.org.uk
The document contains lists of various topics arranged in alphabetical order, including homophones, silent letters, contractions, palindromes, idioms, baby animals, weather, fairy tales, types of money, months, fabrics, camping equipment, and concludes with "the end" in alphabetical order. Each list is presented with the topic terms in alphabetical order, with some lists containing repetition of the arrangement to reinforce the ordering.
The document explains how to order words alphabetically, or in "ABC order". It does this by using the first letter of each word to determine its position. Several examples are provided of words ordered alphabetically. The reader is then asked to order some word lists themselves and check their work against the answers provided.
This learning activity is designed to help learners understand options for saving for a child's post-secondary education beyond just an RESP. It compares saving in an RESP vs saving in a TFSA and using some funds to purchase a rental property. Learners will watch videos about RESPs and real estate investing, then create Excel spreadsheets to track projected returns from each option. They will analyze and discuss their findings, and identify other potential investment strategies. The activity is intended for online synchronous groups and aims to provide hands-on experience comparing long-term savings options.
This document provides an overview of the IMS Learning Design (IMS-LD) specification including:
- A brief history of IMS-LD and how it builds upon earlier e-learning standards like OUNL-EML
- An explanation of what IMS-LD is - a formal notation for describing learning designs in terms of roles, activities, and resources
- Examples of how IMS-LD can be used to represent learning designs using metaphors like plays, acts, roles, and environments
The document provides information about Kaman Aerospace Group and Kaman Tooling. Kaman Aerospace Group has annual sales of $1.6 billion and 4,800 employees. It has several divisions that produce engineered products, aerosystems, fuzing and precision products, and more. Kaman Tooling is a center of excellence for aerospace tool design, manufacture, and installation. It has significant experience designing and manufacturing tools for programs like the Embraer KC-390, Airbus A350, Gulfstream G280, and more. Kaman Tooling aims to increase its US tool manufacturing presence and capability.
This document discusses describing feelings using adjectives. It asks the reader to look at pictures and identify the adjectives that describe the feelings expressed in each photo, such as angry, frustrated, worried, and tired. It then provides three situations and asks the reader to write short texts describing the people, surroundings, and feelings expressed in each situation.
The document provides guidance on choosing an appropriate writing style based on the purpose, audience, and subject matter. It discusses considering the purpose (such as informing or persuading), audience (whether you know them personally or not), and subject matter (whether it is factual or subjective). Based on these factors, it recommends choosing from several forms (such as reports, discussions, or instructions) and styles (formal, informal, personal, or impersonal). The goal is to use a style that clearly and explicitly conveys the intended message to the intended readers.
#Edulearn16 #cocreatic. Educational robotics: from procedural learning to co-...Margarida Romero
Romero, M., & Dupont, Y. (2016). Educational robotics: from procedural learning to co-creative project oriented challenges with LEGO WeDo. Presented at CIDUI.
This document lists a variety of emotions including angry, shy, scared, surprised, bored, puzzled, happy and sad. It appears to be categorizing different feelings or emotional states that one can experience in 3 words or less per line. The document aims to concisely define and group different emotions.
This document discusses learning design and its importance. It defines learning design as representing teaching and learning activities in a format that can be shared and adapted by teachers. This allows good practices to be transferred and helps teachers incorporate new technologies and resources into their lessons. The document outlines why focusing on design processes is important to improve teaching quality and support teachers in a time of many new tools and resources. It also defines key terms like learning activities and discusses different levels and interpretations of learning design.
Reaching Beyond the Classroom: Creating Sustainable Learning Opportunities th...Cynthia James
The community outreach in SK Kunak 2, Kunak, Sabah started in 2011 through several meetings and workshops with the parents under the British Council’s English Language Teachers Development Project (ELTDP). Today, it has expanded beyond the project and has transformed into a home-school partnership. The main aim is to create better learning opportunities for the students. This partnership is built through parent-teacher conferences, collaborative projects, home visits and other outreach activities. In this session, we will share our journey – how the partnership started and developed, the challenges that we faced, how it finally transformed into a long-term collaboration and how we plan to keep it going. We will also show how we inspire others with our story by sharing it in conferences, blog and publications. The impact of the partnership on teachers, parents and students is reflected through feedback from the community members, the students’ attitudes towards learning and the school’s academic performance. Throughout this session, we will share our story by showing pictures and videos that would prompt interactive discussions with the participants. Participants will be invited to reflect on the question: “Is going beyond the classroom worth it?”
Visit http://cindyjbj79.blogspot.com/ for more information.
This document discusses identifying the purpose and audience of writing. It provides examples of the three main purposes of writing: to inform, to persuade, and to entertain. It also discusses how the intended audience is reflected in aspects of writing like layout, formality, diction, content, and length. Readers are prompted to think about the purpose and intended audience of some video and writing examples.
The document discusses the need for education to evolve with the changing times and students. It provides quotes emphasizing that teaching students with outdated methods will limit their futures, and that technology offers opportunities to enhance learning if integrated effectively under teacher guidance. Education should light fires in students rather than just fill them with information.
Tweak Your Slides: Ten Design Principles for Educators (version 3.0)Chiara Ojeda
Tweak your Slides, workshop on visual design for educators. This is draft 3, which includes examples of my own past slide shows and revisions of these shows.
- 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.
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?
The document provides a list of space-related terms and asks the reader to arrange them in alphabetical order. The terms are: asteroid, comet, galaxy, gravity, meteor, moon, nebula, planet, rings, star.
The document explains the alphabetical order system. It begins with A and ends with Z, with the letters ordered sequentially in between. Examples are provided of listing words and letters in alphabetical order. The key points are that alphabetical order starts with A, proceeds letter by letter to Z, and examples show how to order multiple items from A to Z based on their first letter.
Original fun drawings and text to teach alphabetical order in ten exercises, either as an introduction or as a 'catch up' for older students. Includes a final test page.
From www.learning-works.org.uk
The document contains lists of various topics arranged in alphabetical order, including homophones, silent letters, contractions, palindromes, idioms, baby animals, weather, fairy tales, types of money, months, fabrics, camping equipment, and concludes with "the end" in alphabetical order. Each list is presented with the topic terms in alphabetical order, with some lists containing repetition of the arrangement to reinforce the ordering.
The document explains how to order words alphabetically, or in "ABC order". It does this by using the first letter of each word to determine its position. Several examples are provided of words ordered alphabetically. The reader is then asked to order some word lists themselves and check their work against the answers provided.
This learning activity is designed to help learners understand options for saving for a child's post-secondary education beyond just an RESP. It compares saving in an RESP vs saving in a TFSA and using some funds to purchase a rental property. Learners will watch videos about RESPs and real estate investing, then create Excel spreadsheets to track projected returns from each option. They will analyze and discuss their findings, and identify other potential investment strategies. The activity is intended for online synchronous groups and aims to provide hands-on experience comparing long-term savings options.
This document provides an overview of the IMS Learning Design (IMS-LD) specification including:
- A brief history of IMS-LD and how it builds upon earlier e-learning standards like OUNL-EML
- An explanation of what IMS-LD is - a formal notation for describing learning designs in terms of roles, activities, and resources
- Examples of how IMS-LD can be used to represent learning designs using metaphors like plays, acts, roles, and environments
The document provides information about Kaman Aerospace Group and Kaman Tooling. Kaman Aerospace Group has annual sales of $1.6 billion and 4,800 employees. It has several divisions that produce engineered products, aerosystems, fuzing and precision products, and more. Kaman Tooling is a center of excellence for aerospace tool design, manufacture, and installation. It has significant experience designing and manufacturing tools for programs like the Embraer KC-390, Airbus A350, Gulfstream G280, and more. Kaman Tooling aims to increase its US tool manufacturing presence and capability.
This document discusses describing feelings using adjectives. It asks the reader to look at pictures and identify the adjectives that describe the feelings expressed in each photo, such as angry, frustrated, worried, and tired. It then provides three situations and asks the reader to write short texts describing the people, surroundings, and feelings expressed in each situation.
The document provides guidance on choosing an appropriate writing style based on the purpose, audience, and subject matter. It discusses considering the purpose (such as informing or persuading), audience (whether you know them personally or not), and subject matter (whether it is factual or subjective). Based on these factors, it recommends choosing from several forms (such as reports, discussions, or instructions) and styles (formal, informal, personal, or impersonal). The goal is to use a style that clearly and explicitly conveys the intended message to the intended readers.
#Edulearn16 #cocreatic. Educational robotics: from procedural learning to co-...Margarida Romero
Romero, M., & Dupont, Y. (2016). Educational robotics: from procedural learning to co-creative project oriented challenges with LEGO WeDo. Presented at CIDUI.
This document lists a variety of emotions including angry, shy, scared, surprised, bored, puzzled, happy and sad. It appears to be categorizing different feelings or emotional states that one can experience in 3 words or less per line. The document aims to concisely define and group different emotions.
This document discusses learning design and its importance. It defines learning design as representing teaching and learning activities in a format that can be shared and adapted by teachers. This allows good practices to be transferred and helps teachers incorporate new technologies and resources into their lessons. The document outlines why focusing on design processes is important to improve teaching quality and support teachers in a time of many new tools and resources. It also defines key terms like learning activities and discusses different levels and interpretations of learning design.
Reaching Beyond the Classroom: Creating Sustainable Learning Opportunities th...Cynthia James
The community outreach in SK Kunak 2, Kunak, Sabah started in 2011 through several meetings and workshops with the parents under the British Council’s English Language Teachers Development Project (ELTDP). Today, it has expanded beyond the project and has transformed into a home-school partnership. The main aim is to create better learning opportunities for the students. This partnership is built through parent-teacher conferences, collaborative projects, home visits and other outreach activities. In this session, we will share our journey – how the partnership started and developed, the challenges that we faced, how it finally transformed into a long-term collaboration and how we plan to keep it going. We will also show how we inspire others with our story by sharing it in conferences, blog and publications. The impact of the partnership on teachers, parents and students is reflected through feedback from the community members, the students’ attitudes towards learning and the school’s academic performance. Throughout this session, we will share our story by showing pictures and videos that would prompt interactive discussions with the participants. Participants will be invited to reflect on the question: “Is going beyond the classroom worth it?”
Visit http://cindyjbj79.blogspot.com/ for more information.
This document discusses identifying the purpose and audience of writing. It provides examples of the three main purposes of writing: to inform, to persuade, and to entertain. It also discusses how the intended audience is reflected in aspects of writing like layout, formality, diction, content, and length. Readers are prompted to think about the purpose and intended audience of some video and writing examples.
The document discusses the need for education to evolve with the changing times and students. It provides quotes emphasizing that teaching students with outdated methods will limit their futures, and that technology offers opportunities to enhance learning if integrated effectively under teacher guidance. Education should light fires in students rather than just fill them with information.
Tweak Your Slides: Ten Design Principles for Educators (version 3.0)Chiara Ojeda
Tweak your Slides, workshop on visual design for educators. This is draft 3, which includes examples of my own past slide shows and revisions of these shows.
Tweak Your Slides: Ten Design Principles for Educators (version 3.0)
Similar to Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking.
- 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.
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?
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.
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.
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.
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.
13_12_2019 «Mapa ampliado de alfabetización digital como una herramienta con...eMadrid network
The document discusses the use of augmented maps and remixing as conversational tools for digital literacy. It provides descriptions on how to use various features of the Scratch programming environment, such as creating a teacher account, making a character move, and evaluating code quality. It also references taxonomies of learning environments, educational standards, and the creation of an ontology and semantic wiki to organize concepts, competencies, programming languages, and construction toys related to digital literacy.
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
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.
https://jst.org.in/index.html
Our journal has Numbers tell stories, and in the world of research and development, mathematics is the universal language. Join us as we explore the elegant equations and mathematical models that underpin technological advancements and scientific breakthroughs.
The document discusses coding education initiatives and proposes an alternative approach using Scratch, a visual programming language. It emphasizes teaching coding through creative expression and sharing projects online rather than solely as a technical skill. Students use Scratch to make interactive stories and games while also learning collaboration, problem-solving, and seeing themselves as creators who can contribute to society through digital 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.
20181119 Attitudes in #makered @mmakerfaire @act_concordia @margaridaromeroMargarida Romero
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.
The Library as a Possibility Space: Cultivating 21 st Century Literacy and L...bmyers
The document discusses how public libraries can promote 21st century literacy skills through free digital media design software and activities like game design, digital storytelling, and animation workshops. It provides examples of the Game Maker Academy program at various libraries, which uses tools like Scratch and Game Maker to teach important skills. Sample student projects are shown. The document argues that these activities help students learn important math, programming, and multimedia concepts while fostering collaboration and community.
#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.
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.
Studying games at the intersection of media studies and computer scienceStefan Werning
Gives an overview of how games have been studied collaboratively by media studies and computer science and suggests topics and methodological approaches for intensifying that collaboration.
#Gc2020 Innovation through game design thinking, play and experienceMargarida Romero
This document summarizes Margarida Romero's presentation at the #GC2020 Innovation Fair in Ottawa on April 20, 2016. The presentation discussed using game design thinking, play, and experience to move from passive multimedia consumption to creative co-creation. Specifically, it explored how game design can be used to develop five key 21st century competencies: critical thinking, collaboration, creativity, problem solving, and computational thinking. It also presented Asterale, a 10-step game design thinking methodology, and discussed Romero's book "ViBot, le robot" which uses a story and Scratch blocks to introduce programming and robotics concepts to children ages 7 to 77.
Similar to Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. (20)
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
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
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!
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
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.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) Curriculum
Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking.
1. Digital game design
as a complex learning activity
for developing the 4Cs skills:
Communication, Collaboration, Creativity
and Critical thinking.
Margarida.ROMERO@fse.ulaval.ca
@margaridaromero
Professor of educational technology
Faculté des Sciences de l’Éducation
Université Laval (Québec, Canada)
11th Dec, 2015. Rome #galaconf
Research supported by
2. 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..
Presentation plan
ICT and DGBL for improving education, really?
Co-creative playful learning
ACT project : Intergenerational game creation workshops
3. Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
4. Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
5. Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
Latest OECD report on technology impact on
education (Sept. 2015) shows the opposite, why?
7. 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..
From digital consumption to knowledge co-creation
A B
Participatory
co-creation of
knowledge
Passive
consumption
Interactive
consumption
Individual
content
creation
Content
co-creation
Is not about the technology (nor its intentions) but about its actual pedagogical use.
We should differentiate different levels of pedagogical uses of technologies ranging from passive
consumption (e.g. video tutorial), to interactive consumption (e.g. basic multiplication game),
individual content (co)creation (e.g. creating a game based on a template) and participatory
co-creation of knowledge (e.g. co-creating a game with Scratch).
Romero (2015)
8. Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
10. 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..
Research focus on co-creative playful learning
• Co-creating games with my students but also with my toodler,
a terrible-two game and sound designer (ScratchJr).
• ScratchJr is a “graphical programming language based on
Scratch and redesigned for the unique developmental and
learning needs of children in kindergarten to second grade”
(Flannery et al. 2013).
Co-creative playful learning research
+ playful parenting!
11. 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..
New friends (I): Partnership ACT
www.ACTproject.ca
Ageing + Communication + Technologies (ACT)
– Partners from Canada, USA, Spain, Peru, UK,
Finland, The Netherlands, Romania, Malaysia…
– Silver Gaming working group
• Intergenerational game based learning
– Intergenerational CoCreation of Games
• Older adults game design (50+)
• Serious fun across the lifespan
Research supported by
12. Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
#SGISS15 : 65 participants !
Topics:
• participatory game design
• game based learning accross the lifespan
• intergenerational learning.
13. Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
14. 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..
Creating games with Scratch and robotics
NXT
WeDo
MBot
15. 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..
A B
Participatory
co-creation of
knowledge
Passive
consumption
Interactive
consumption
Individual
content
creation
Content
co-creation
Playing games
which allow
‘only’ to
interact with
the existent
content.
Playing games
allowing
individual
content
creation
Playing games
allowing
collaborative
content
creation
Playing games
allowing
collaborative
knowledge
modelling
Participatory
co-creation of
(serious)
games as a
learning
activity
Collaborative
creation of
(serious)
games as a
learning
activity
Individual
creation of
(serious)
games as a
learning
activity
Game
(co)creation
Playing
games
16. Digital game design
as a complex learning activity
for developing the 4Cs skills:
Communication, Collaboration, Creativity
and Critical thinking.
Margarida.ROMERO@fse.ulaval.ca
@margaridaromero
Professor of educational technology
Faculté des Sciences de l’Éducation
Université Laval (Québec, Canada)
11th Dec, 2015. Rome #galaconf
Research supported by
Thank you for your
attention, all feedback is
welcomed !
17. 17
http://intergen.fse.ulaval.ca
Eds. Romero, Sawchuk, Blat, Sayago, Ouellet
Advances in Game-based Learning (AGBL) book series of Springer
Game-Based Learning across the Lifespan
Cross-generational and age-oriented digital game-based
learning from childhood to older adulthood.
18. Chris Gray and Alfonso Ippolito
Orientation towards a
successful product
Trust
Freedom of expression
(Prior and ongoing)
knowledge group
awareness
Playing with ideas
Generating
new ideas
Engagement towards
the group and task
Discussion