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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
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
Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
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?
#oaweek @margaridaromero
Src:CultOfMac.com
Src:CultOfMac.comSrc:Ladieslearningcode.com
A B
Passive or interactive
consumption
(Co)creation of
content/knowledge
--
Creative programming
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)
Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
Co-creative playful learning
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!
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
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.
Creating computer-based life narratives
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMERO
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
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
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
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.
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

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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?
  • 6. #oaweek @margaridaromero Src:CultOfMac.com Src:CultOfMac.comSrc:Ladieslearningcode.com A B Passive or interactive consumption (Co)creation of content/knowledge -- Creative programming
  • 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