Slides presented at EDULEARN 2016 in Barcelona on July 5, 2016, illustrating the approach and tools developed by the University of Urbino to make it possible to engage the audience in large-scale coding events.
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.
Basic questions in Collaborative Learning.
Some answers from the Psychology research,
and new questions for the study of Collaborative Learning in Serious Games.
Can we support collaborative learning through the use of Serious Games ?
Slides presented at EDULEARN 2016 in Barcelona on July 5, 2016, illustrating the approach and tools developed by the University of Urbino to make it possible to engage the audience in large-scale coding events.
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.
Basic questions in Collaborative Learning.
Some answers from the Psychology research,
and new questions for the study of Collaborative Learning in Serious Games.
Can we support collaborative learning through the use of Serious Games ?
Tracking Tools In Computer Learning EnvironmentsMargarida Romero
This document discusses tracking tools for computer learning environments and the importance of group awareness. It notes that while learning management systems store log data on student activities, the data is rarely used by instructors due to its poor organization and difficulty to interpret. Providing visualization tools for learner and group activities can help address this issue. The text also covers how group awareness supports perception of participation and cognitive development in collaborative learning. It references several studies that examined the impact of awareness tools on collaboration and knowledge convergence.
#5c21 Values and attitudes in relation to the 21st century competenciesMargarida Romero
This document outlines key skills and values important for the 21st century under several categories: collaboration, problem solving, computational thinking, critical thought, creativity, group dynamics, and the individual learner. Collaboration requires skills like initiative, flexibility, leadership, responsibility, and conflict management. Problem solving involves determination, accepting mistakes, and pattern recognition. Computational thinking comprises quality orientation, systems thinking, complexity management, abstraction, and agile prototyping. Critical thought is marked by curiosity, learning orientation, cultural sensitivity, diversity appreciation, and autonomy. Creativity encompasses a creative mindset, ambiguity tolerance, risk taking, innovation, and humor. As a group, values include goodwill, mutual aid, trust, interdependence, and
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.
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.
Tracking Tools In Computer Learning EnvironmentsMargarida Romero
This document discusses tracking tools for computer learning environments and the importance of group awareness. It notes that while learning management systems store log data on student activities, the data is rarely used by instructors due to its poor organization and difficulty to interpret. Providing visualization tools for learner and group activities can help address this issue. The text also covers how group awareness supports perception of participation and cognitive development in collaborative learning. It references several studies that examined the impact of awareness tools on collaboration and knowledge convergence.
#5c21 Values and attitudes in relation to the 21st century competenciesMargarida Romero
This document outlines key skills and values important for the 21st century under several categories: collaboration, problem solving, computational thinking, critical thought, creativity, group dynamics, and the individual learner. Collaboration requires skills like initiative, flexibility, leadership, responsibility, and conflict management. Problem solving involves determination, accepting mistakes, and pattern recognition. Computational thinking comprises quality orientation, systems thinking, complexity management, abstraction, and agile prototyping. Critical thought is marked by curiosity, learning orientation, cultural sensitivity, diversity appreciation, and autonomy. Creativity encompasses a creative mindset, ambiguity tolerance, risk taking, innovation, and humor. As a group, values include goodwill, mutual aid, trust, interdependence, and
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.
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.
Презентация доклада Олега Майданского и Сергея Судиловского (КРОК) на Alfresco Moscow Meetup
Запись доклада: https://www.youtube.com/watch?v=qUHTUu3xNzc
Презентация доклада Наталии Гуржеевой и Дмитрия Пушкарука (Kofax) на Alfresco Moscow Meetup
Запись доклада: https://www.youtube.com/watch?v=K8P_fQ9xLAY
This document discusses various topics related to independent hardware development including FPGAs, printed electronics, memory-based computing, asynchronous vs synchronous design, and high-level synthesis. It also briefly mentions the DARPA SyNAPSE project which aims to develop neuromorphic computing systems inspired by biology. The document appears to be notes for a presentation on hardware freedom given at the Hardware Freedom Day event in Moscow in 2013.
The document discusses open-source hardware for a basic GSM base station. It describes UmTRX, an open-source transceiver designed for low-cost, mid-range, power-efficient GSM base stations. The transceiver works with open-source GSM software like OpenBTS and OpenBSC. The presentation also outlines the Mayotte project, which aims to build an affordable, low-cost GSM network for the island of Mayotte using open technology.
Alfresco DevCon 2011. Implementing eGov Portal. Powered by Alfresco and OrbeonOksana Kurysheva
This document outlines an approach to implementing an eGovernment portal powered by Alfresco and Orbeon. It discusses integrating Alfresco for document management and workflows with Orbeon for electronic form authoring and submission. Key aspects include using Orbeon Builder for non-technical users to create complex forms, integrating the systems using REST APIs, developing content models and workflows in Alfresco to automate form execution, and additional extensions like a custom file uploader and related workflows. The overall goal is to make government services available online by converting paper forms to electronic formats and establishing workflows to process submitted forms.