This document discusses digitization efforts of cultural heritage in Flanders. It outlines various impetuses for digitization from organizations in Flanders, the European Commission, and UNESCO. It also discusses how cultural heritage institutions in Flanders are adapting to take on roles in a network society by embracing digital literacy, transparency, and continuous innovation, with the goal of strengthening traditional tasks through digital technologies. Government policies aim to support modular and sustainable solutions for preservation and access through coordination between regional and national organizations.
CRe-AM is a community where ARTS and TECHNOLOGY meet! Experiences are shared and future trends are discussed.
This is a short description of the Games group within CRe-AM. We have also activities around design, music, new media etc. JOIN US!
The document summarizes the goals and status of the Media Ecology Project (MEP). The MEP aims to 1) realize a sustainability project around cultural memory and media history using linked data, 2) develop networked scholarship around online archival content, and 3) support the work of archives in relation to public memory. It is currently in beta development, working simultaneously on building a research environment, engaging learning models, recruiting partners, and developing tools. Pilot projects include working with the Library of Congress paper print collection and multi-archival projects on newsreels and broadcast news.
Tumo - From Startup to Business by Haig Kayserianhaigkayserian
KAYWEB Angels CEO, Haig Kayserian delivered a talk at Tumo Center for Creative Technologies in Yerevan, Armenia.
It was titled: From Startup to Business
Demystifying DevOps - it's not Agile, but they're friendsMax Griffiths
DevOps aims to help organizations rapidly produce software by improving the interdependence between software development and IT operations. While DevOps has been around for a long time, there is still confusion about what it means. True DevOps culture focuses on shared ownership and a philosophy of fast feedback, customer focus, and optimizing for speed and quality rather than specific roles. Good DevOps looks like simple communication, co-location of teams when possible, and infrastructure defined as code.
Preventing Problems before They Happen with Customized Language Packs (2012)Scott Dinho
Presentation made at Blackboard World 2012 conference. This brief presentation shows how the internal text and instructions within Blackboard can be modified to provide just in time instruction and helpful info to students and instructions that should cut down on calls to the help desk.
El poema habla sobre esperar la llegada de alguien que traerá amor, cambio, verdad, pobreza, espíritu, ilusión, alegría, pasión por la humanidad, esperanza y bendiciones. Cada estrofa describe cómo este visitante afectará positivamente a quienes lo reciban, inspirándolos y transformándolos.
This document discusses digitization efforts of cultural heritage in Flanders. It outlines various impetuses for digitization from organizations in Flanders, the European Commission, and UNESCO. It also discusses how cultural heritage institutions in Flanders are adapting to take on roles in a network society by embracing digital literacy, transparency, and continuous innovation, with the goal of strengthening traditional tasks through digital technologies. Government policies aim to support modular and sustainable solutions for preservation and access through coordination between regional and national organizations.
CRe-AM is a community where ARTS and TECHNOLOGY meet! Experiences are shared and future trends are discussed.
This is a short description of the Games group within CRe-AM. We have also activities around design, music, new media etc. JOIN US!
The document summarizes the goals and status of the Media Ecology Project (MEP). The MEP aims to 1) realize a sustainability project around cultural memory and media history using linked data, 2) develop networked scholarship around online archival content, and 3) support the work of archives in relation to public memory. It is currently in beta development, working simultaneously on building a research environment, engaging learning models, recruiting partners, and developing tools. Pilot projects include working with the Library of Congress paper print collection and multi-archival projects on newsreels and broadcast news.
Tumo - From Startup to Business by Haig Kayserianhaigkayserian
KAYWEB Angels CEO, Haig Kayserian delivered a talk at Tumo Center for Creative Technologies in Yerevan, Armenia.
It was titled: From Startup to Business
Demystifying DevOps - it's not Agile, but they're friendsMax Griffiths
DevOps aims to help organizations rapidly produce software by improving the interdependence between software development and IT operations. While DevOps has been around for a long time, there is still confusion about what it means. True DevOps culture focuses on shared ownership and a philosophy of fast feedback, customer focus, and optimizing for speed and quality rather than specific roles. Good DevOps looks like simple communication, co-location of teams when possible, and infrastructure defined as code.
Preventing Problems before They Happen with Customized Language Packs (2012)Scott Dinho
Presentation made at Blackboard World 2012 conference. This brief presentation shows how the internal text and instructions within Blackboard can be modified to provide just in time instruction and helpful info to students and instructions that should cut down on calls to the help desk.
El poema habla sobre esperar la llegada de alguien que traerá amor, cambio, verdad, pobreza, espíritu, ilusión, alegría, pasión por la humanidad, esperanza y bendiciones. Cada estrofa describe cómo este visitante afectará positivamente a quienes lo reciban, inspirándolos y transformándolos.
This document discusses architecture, heritage, and the metaverse. It reviews the author's work applying a design methodology called "Architecture by Elements" to create new virtual architectures through a critical interpretation of heritage architecture in the virtual world of Second Life. The research aims to establish the role of architecture and heritage in digital environments. Case studies illustrate how applying this methodology can generate new architectures and develop a sense of memory in the virtual world.
This document discusses architecture, heritage, and the metaverse. It reviews the author's work applying a design methodology called "Architecture by Elements" to create new virtual architectures through a critical interpretation of heritage architecture in the virtual world of Second Life. The research aims to establish the role of architecture and heritage in digital environments. Case studies illustrate how applying this methodology can generate new architectures and develop a sense of memory in the virtual world.
The MA in Digital Humanities at King's College London looks at how we create and disseminate knowledge in an age where so much of what we do is mobile, networked and mediated by digital culture and technology
It gives a critical perspective on digital theory and practice in studying human culture, from the perspectives of academic scholarship, cultural heritage and the commercial world
We study the history and current state of the digital humanities, and their role in modelling, curating, analysing and interpreting digital representations of human culture in all its forms.
For more information: http://www.kcl.ac.uk/artshums/depts/ddh/study/pgt/madh/index.aspx
Lecture: Digital Storytelling and New Media DesignSusan Rauch, PhD
Digital storytelling uses digital tools to tell narratives, while new media refers to interactive technologies like websites and apps. Story maps simplify complex information by combining maps with narrative text, images, and multimedia. They engage readers and have various uses in technical communication, education, healthcare, and more. Effective story maps apply principles of information design like chunking text topics and displaying them visually through annotations, data visualizations, and more.
This document discusses the history and evolution of participation in disaster management and post-disaster reconstruction from the 1970s to present. It begins with an overview of the history of participation and its role in post-disaster reconstruction. It then examines different eras of participation, from the participatory approaches of the 1970s, strategic planning and public-private partnerships of the 1980s, new communication forms of the 1990s, and the integration of communicative strategies in modern case studies. New technologies like GIS, global risk modeling, and disaster photography ontologies are explored as ways to enhance participation.
From Catalogue 2.0 to the digital humanities: exploring the future of librari...Sally Chambers
This document discusses the evolving role of libraries and librarians in supporting digital scholarship and the digital humanities. It describes how traditional cataloguing tools like MARC are changing to incorporate new metadata standards and linked data. Research libraries' engagement with research infrastructures has been low but is increasing as opportunities arise in areas like research data management, digital repositories, and scholarly communication. The document argues libraries have important roles to play in discovery, data management, and as embedded partners supporting digital humanities researchers and their evolving needs. Collaboration between libraries and digital humanities centers is highlighted as a way to advance both fields.
Designing access to audiovisual cultural heritage. The case of the CarrotMariana Salgado
This paper presents the design of an application
for engagement with audiovisual digital cultural heritage in
the classroom, called the Carrot. The aim of this interactive
tool is to make online cultural heritage accessible and
understandable for students in different levels of education.
In relation to this work we pose two research questions: Why
do we need to develop tools for contextualization of
audiovisual cultural heritage? And: How do we design and
develop such tools? The preliminary answers to these
questions come from our experiences in the design process,
which deepened our understanding of a tool in the context of
the classroom. We then relate this to the digital humanities
project, EUscreenXL. Initial conclusions suggest that tools
for contextualization of audiovisual cultural heritage can
engage students with cultural heritage, develop digital media
literacy, and support contemporary didactics. These tools
need to be developed across platforms, using nonproprietary
software and involving a multidisciplinary
group of experts.
Mapping is characterized as a collaborative creative practice shaped by free software culture. The process of creating mappings involves parallel work between creative/audiovisual teams and computer engineers producing code. This iterative process involves moments of collaboration and problem solving. The members of Telenoika organize flexible work teams around projects while sustaining themselves through paid work for institutions alongside personal projects. For them, creative practices and digital media are constitutive of mapping as a collaborative practice requiring sharing through open software.
A whirlwind introduction to digital humanities for CDP Digital Humanities: Collections & Heritage - current challenges and futures workshop. February 22, 2018 Imperial War Museum
Documentation of Sharing is Caring Workshop Session “Building Bridges by Philipp Geisler and Helene Hahn.
Museum für Kunst und Gewerbe Hamburg 20 April 2017
http://sharecare.nu/hamburg-2017/
Playful Museums. Mobile audiences and museums exhibitions as game experiencesKjetil Sandvik
This document discusses using mobile devices and augmented reality to create playful, participatory museum experiences. It proposes that audiences can become co-creators by collectively learning through interactive storytelling and knowledge creation tools on mobile devices. A specific project is described that uses augmented reality on mobile phones to allow tourists in Kolding, Denmark to explore historical renaissance buildings and streets overlaid on the present-day city, engaging them in a collaborative gameplay experience. The goals are to make museums more experience-focused and learning more constructive by augmenting physical spaces with digital stories and investigations.
The new Wonderland magazine Activate & Involve presents how young architects and planners in Europe are engaging to their cities today. The Project Space cooperative planning workshop in different cities are presented together with the work done by young offices. Enjoy the reading!
Abstract: Massively open online courses (MOOCs) are one of most recent educational technology development that have become a highly debated issue, polarized among proponents, boosters, skeptics, and resistants. To understand the nature of such evolving technology concepts, the typical methods and techniques in current literature result in the production of systematic literature reviews, case studies, and theoretical or conceptual frameworks. This work-in-progress paper explores the controversies about MOOCs by adopting the recently developed method “cartography of controversies” from the science and technology studies (STS) discipline. The method guides the application of actor network theory (ANT). Online digital media and tools (namely, Scopus, ScienceScape, Google trends, OpenHeatMap, NodeXL, Gephi, Facebook, Twitter) are used for data collection and analysis. The study uses both qualitative and quantitative tools and techniques to highlight the statements, literatures, actors, cosmoses or general concepts involved in the controversy. The paper propounds the adoption of the method in the field of education and educational technology and proposes through demonstration in this article that such investigations can be reported as a genre of the scholarly article.
This document discusses a project on training teachers in digital citizenship design. It proposes using project-based and student-centered learning with multidisciplinary inquiry to develop skills for the digital age. Teachers would facilitate personalized learning experiences for students to explore complex problems, collaborate, communicate, and cooperate using technologies like ICT drawing, animation, mobile devices, and web design in a student personal learning environment. This supports critical and creative thinking through competency-based education and an electronic portfolio for formative and summative assessment.
This document discusses architecture, heritage, and the metaverse. It reviews the author's work applying a design methodology called "Architecture by Elements" to create new virtual architectures through a critical interpretation of heritage architecture in the virtual world of Second Life. The research aims to establish the role of architecture and heritage in digital environments. Case studies illustrate how applying this methodology can generate new architectures and develop a sense of memory in the virtual world.
This document discusses architecture, heritage, and the metaverse. It reviews the author's work applying a design methodology called "Architecture by Elements" to create new virtual architectures through a critical interpretation of heritage architecture in the virtual world of Second Life. The research aims to establish the role of architecture and heritage in digital environments. Case studies illustrate how applying this methodology can generate new architectures and develop a sense of memory in the virtual world.
The MA in Digital Humanities at King's College London looks at how we create and disseminate knowledge in an age where so much of what we do is mobile, networked and mediated by digital culture and technology
It gives a critical perspective on digital theory and practice in studying human culture, from the perspectives of academic scholarship, cultural heritage and the commercial world
We study the history and current state of the digital humanities, and their role in modelling, curating, analysing and interpreting digital representations of human culture in all its forms.
For more information: http://www.kcl.ac.uk/artshums/depts/ddh/study/pgt/madh/index.aspx
Lecture: Digital Storytelling and New Media DesignSusan Rauch, PhD
Digital storytelling uses digital tools to tell narratives, while new media refers to interactive technologies like websites and apps. Story maps simplify complex information by combining maps with narrative text, images, and multimedia. They engage readers and have various uses in technical communication, education, healthcare, and more. Effective story maps apply principles of information design like chunking text topics and displaying them visually through annotations, data visualizations, and more.
This document discusses the history and evolution of participation in disaster management and post-disaster reconstruction from the 1970s to present. It begins with an overview of the history of participation and its role in post-disaster reconstruction. It then examines different eras of participation, from the participatory approaches of the 1970s, strategic planning and public-private partnerships of the 1980s, new communication forms of the 1990s, and the integration of communicative strategies in modern case studies. New technologies like GIS, global risk modeling, and disaster photography ontologies are explored as ways to enhance participation.
From Catalogue 2.0 to the digital humanities: exploring the future of librari...Sally Chambers
This document discusses the evolving role of libraries and librarians in supporting digital scholarship and the digital humanities. It describes how traditional cataloguing tools like MARC are changing to incorporate new metadata standards and linked data. Research libraries' engagement with research infrastructures has been low but is increasing as opportunities arise in areas like research data management, digital repositories, and scholarly communication. The document argues libraries have important roles to play in discovery, data management, and as embedded partners supporting digital humanities researchers and their evolving needs. Collaboration between libraries and digital humanities centers is highlighted as a way to advance both fields.
Designing access to audiovisual cultural heritage. The case of the CarrotMariana Salgado
This paper presents the design of an application
for engagement with audiovisual digital cultural heritage in
the classroom, called the Carrot. The aim of this interactive
tool is to make online cultural heritage accessible and
understandable for students in different levels of education.
In relation to this work we pose two research questions: Why
do we need to develop tools for contextualization of
audiovisual cultural heritage? And: How do we design and
develop such tools? The preliminary answers to these
questions come from our experiences in the design process,
which deepened our understanding of a tool in the context of
the classroom. We then relate this to the digital humanities
project, EUscreenXL. Initial conclusions suggest that tools
for contextualization of audiovisual cultural heritage can
engage students with cultural heritage, develop digital media
literacy, and support contemporary didactics. These tools
need to be developed across platforms, using nonproprietary
software and involving a multidisciplinary
group of experts.
Mapping is characterized as a collaborative creative practice shaped by free software culture. The process of creating mappings involves parallel work between creative/audiovisual teams and computer engineers producing code. This iterative process involves moments of collaboration and problem solving. The members of Telenoika organize flexible work teams around projects while sustaining themselves through paid work for institutions alongside personal projects. For them, creative practices and digital media are constitutive of mapping as a collaborative practice requiring sharing through open software.
A whirlwind introduction to digital humanities for CDP Digital Humanities: Collections & Heritage - current challenges and futures workshop. February 22, 2018 Imperial War Museum
Documentation of Sharing is Caring Workshop Session “Building Bridges by Philipp Geisler and Helene Hahn.
Museum für Kunst und Gewerbe Hamburg 20 April 2017
http://sharecare.nu/hamburg-2017/
Playful Museums. Mobile audiences and museums exhibitions as game experiencesKjetil Sandvik
This document discusses using mobile devices and augmented reality to create playful, participatory museum experiences. It proposes that audiences can become co-creators by collectively learning through interactive storytelling and knowledge creation tools on mobile devices. A specific project is described that uses augmented reality on mobile phones to allow tourists in Kolding, Denmark to explore historical renaissance buildings and streets overlaid on the present-day city, engaging them in a collaborative gameplay experience. The goals are to make museums more experience-focused and learning more constructive by augmenting physical spaces with digital stories and investigations.
The new Wonderland magazine Activate & Involve presents how young architects and planners in Europe are engaging to their cities today. The Project Space cooperative planning workshop in different cities are presented together with the work done by young offices. Enjoy the reading!
Abstract: Massively open online courses (MOOCs) are one of most recent educational technology development that have become a highly debated issue, polarized among proponents, boosters, skeptics, and resistants. To understand the nature of such evolving technology concepts, the typical methods and techniques in current literature result in the production of systematic literature reviews, case studies, and theoretical or conceptual frameworks. This work-in-progress paper explores the controversies about MOOCs by adopting the recently developed method “cartography of controversies” from the science and technology studies (STS) discipline. The method guides the application of actor network theory (ANT). Online digital media and tools (namely, Scopus, ScienceScape, Google trends, OpenHeatMap, NodeXL, Gephi, Facebook, Twitter) are used for data collection and analysis. The study uses both qualitative and quantitative tools and techniques to highlight the statements, literatures, actors, cosmoses or general concepts involved in the controversy. The paper propounds the adoption of the method in the field of education and educational technology and proposes through demonstration in this article that such investigations can be reported as a genre of the scholarly article.
This document discusses a project on training teachers in digital citizenship design. It proposes using project-based and student-centered learning with multidisciplinary inquiry to develop skills for the digital age. Teachers would facilitate personalized learning experiences for students to explore complex problems, collaborate, communicate, and cooperate using technologies like ICT drawing, animation, mobile devices, and web design in a student personal learning environment. This supports critical and creative thinking through competency-based education and an electronic portfolio for formative and summative assessment.
This is the abstract of the keynote speech given by Christian Bokhove (University College London and Southampton Education School, University of Southampton) at CADGME 2016 (https://cadgme.ms.sapientia.ro/)
Fostering creative mathematical thinking in electronic mathematics books (c-b...MCSquaredProject
The MC-squared project aims to design a new genre of electronic book called a c-book that includes interactive components, learning analytics, and collaborative design. As part of this project, a community of interest evaluated five c-books created by the community on various math topics to analyze their potential for fostering creative mathematical thinking. The evaluation found that most c-books used a mix of open-ended and closed activities sequenced intentionally to facilitate learning. Two c-books had a multidisciplinary focus, while the others focused more directly on math. The c-books demonstrated potential for creativity in different ways depending on their goals and content area.
Find out the essence of M C Squared project and of the c-books in our new brochure. The M C Squared project is developing the “c-book” (“c” for creative) extending e-book technologies to include diverse dynamic widgets and an authorable data analytics engine.
SEIEM XVIII - PROMOVIENDO LA CREATIVIDAD MATEMÁTICA A TRAVÉS DEL DISEÑO COLAB...MCSquaredProject
Este documento presenta las primeras fases de investigación del proyecto europeo MC2, cuyo objetivo es promover la creatividad matemática a través del diseño colaborativo de unidades didácticas innovadoras llamadas "c-unidades". Se configuró una comunidad de interés compuesta por expertos en educación matemática para diseñar las c-unidades. Se realizó un estudio exploratorio sobre sus preconcepciones de la creatividad y el pensamiento matemático creativo, encontrando que consideran importante incluir más de una solución,
This document discusses the development of "c-books", which are interactive e-books that aim to foster creative thinking. C-books will contain widgets that allow for dynamic manipulation and constructionism. They will also support collaborative design and will include analytics of how readers interact with the content. The project aims to determine if c-books could serve as a new type of expressive medium and promote social creativity and mathematical thinking in new ways. Key goals are to integrate diverse interactive elements, enable collaborative authoring, and analyze usage data. The project researchers are evaluating how effectively c-books can engage readers and generate novel outcomes through a design process within a community.
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,
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.)
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.
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
M C Squared - Social Creativity in designing Constructionist e-books
1. Constructionism 2014, 19-23 August, Vienna
Social Creativity in
designing Constructionist
e-books:
New mediations for creative
mathematical thinking?
Chronis Kynigos
http://etl.ppp.uoa.gr www.cti.gr
2. Constructionism 2014, 19-23 August, Vienna
Infusing Constructionism
strategic and academic integrations
• The Kaleidoscope Network of
Excellence (Balachef, Wasson, Noss,
2004)
• The Mathematics Education Theory
group (Prediger, S., Bikner-Ahsbahs, A.,
& Arzarello, F., 2008)
3. Constructionism 2014, 19-23 August, Vienna
Infusing constructionism
• Turtle Geometry, Logo programming and Dynamic
Manipulation of variable procedure values (turtleworlds, 2D
– 3D)
• Navigation and cartography (c-cube)
• Component computing (e-slate, SEED project)
• Computer assisted collaborative learning (METAFORA
project)
• Theoretical landscape of learning mathematics with DM
(ReMath project)
• LMS – large portals – the Greek mathematics digital book
• E-books (m c squared project)
4. Constructionism 2014, 19-23 August, Vienna
The Constructionist e-book
• Interactive vs constructionist e-books
• How does reading change?
• What roles will users of c-books adopt?
• How will readers be addressed?
• How can an author inspire creativity?
• How will the meaning of ‘a book’ change?
5. Constructionism 2014, 19-23 August, Vienna
The ‘m c squared’ project
• To develop technologies to inspire
creativity in educational design
• 6 Academic and 3 industrial partner
organizations from Europe
• Develop the ‘c-book’ for mathematical
learning
• Show glimpses of creative collaborative
design and creative mathematical thinking
6. Constructionism 2014, 19-23 August, Vienna
• Partner Organisations
– Computer Technology Institute & Press “Diophantus” (CTI)
(coordinator), Greece
– Universiteit Utrecht (UU), Netherlands
– London Knowledge Lab, Institute Of Education, University Of
London (LKL), UK
– Universitat De Barcelona (UB), Spain
– Université Claude Bernard – LYON1 (UCBL), France
– Martin-Luther-Universität Halle-Wittenberg (MLU), Germany
– ARISTOD (ARI), France
– Talent (TAL), Greece
– TESTALUNA (TL), Italy
• Collaborators
– UoA Educational Technology Lab
– Uni. Southampton
7. Constructionism 2014, 19-23 August, Vienna
The ‘c-book’
• Can contain constructionist widgets from
diverse widget factories (from Cinderella-
E-slate-Geogebra to Scratch-NETLOGO
etc)
• Supports collaborative design with
CoIcode
• Will support authorable data analytics
8. Constructionism 2014, 19-23 August, Vienna
Socio-technical environments
• Social Creativity (S-C) in a design project
(Fischer, 2001, 2011)
– creativity as activity focusing on a design problem of
common concern (the “interest”) situated in a socio-technical
environment
• Community of Interest (CoI)
– specially designed computational media
– fueled by a culture of participation
– exemplified in social processes and practices
– leading to novel/new, useful and desirable outputs
9. Constructionism 2014, 19-23 August, Vienna
CoI as SC enhancers
• heterogenous
• Members are representatives of CoPs
• to solve a design problem of common concern (joint “interest”) that
requires the combination of multiple knowledge systems
• a rich environment for interconnecteness, different perspective-taking,
knowledge exchange and integration between diverse domains and
more opportunities for creative thinking and learning
• CoI members may be participants in more than one CoPs
• One community can exhibit characteristics of both a CoI and a CoP
• can integrate aspects of both a CoI and a CoP its type may shift over
time due to external factors
10. Constructionism 2014, 19-23 August, Vienna
Collaborative design:
DG and BO
• Documentational genesis (Trouche et al)
– Living documents
– Instrumentation and instrumentalization
• Digital artifacts as boundary objects
(Griesmeyer, Hoyles and Noss, Kynigos)
– Boundary crossings
– Improvable objects
11. Constructionism 2014, 19-23 August, Vienna
Starting points for CMT
• Narrative activity model (Vygotsky)
– Exploration, inspiration, production, sharing
• Creative thinking spiral (Resnick)
– Imagination Creation, Play, Sharing, Reflection, imagination
• Lateral, out of the box, playfulness, humor, imagination (Ackerman,
DeCortis et al)
• Model of Collaborative Creativity (Aragon, Williams)
– Focus, Frame, Create, Complete
• Product-process, general-specific, solving-posing problems
interplay, ill structured open problems (Shriki, Jamir-Leikin)
• Creativity in techno-mathematical literacies and the importance of
modeling and boundary crossings and artifacts as boundary objects
(Hoyles-Noss)
12. Constructionism 2014, 19-23 August, Vienna
Collaborative
designs with
CoIcode
•Mind map – forum
•Semantics to
encourage social
creativity (alternative,
contributory, objecting)
•Embedded tools for
versioning
•Adornment and other
tools for structuring and
navigating through a
discussion
Figure 1: The CoI’s discussion thread
14. Constructionism 2014, 19-23 August, Vienna
Critical design episode 1:
the windmil
• CoI: designers+teachers, in computer science,
mathematics and engineering/vocational training, 75
postings in CoIcode
• Shapes of sails, symmetry by rotation, trigonometric
functions, productivity ratios, 3d modeling of
structure
• Strategies
– Starting from designing a half baked widget instance or
an elaborate instance to deconstruct
– Starting from the narrative (the story)
– Scope and sequence (narrative, embedded math,
widgetry)
15. Constructionism 2014, 19-23 August, Vienna
Jolts to their initial
widget – centric approach
• How to include an engineering and a coding
element and integrate them with mathematical
concepts.
• How to allow for and promote unpredictable
student activity and personalized creative
constructions with the instances and how to
inspire such activity through the accompanying
narrative.
• How to embed diverse mathematical ideas
organized in ways not found in standard
curricula.
16. Constructionism 2014, 19-23 August, Vienna
Critical episode 2:
Bike in the city
• CoI: mathematics and environmental education,
developers (82 CoIcode posts)
• Plethora of ideas and tensions
• A widget instance as an expression of an idea to
contribute (GPS-distance meter, charting
itineraries, orientation device)
• Free navigation, shortest route, program a route
• Modifying a pre-existing instance, rejecting a
suggested instance: instances as improvable
boundary objects
17. Constructionism 2014, 19-23 August, Vienna
Concluding questions
• A book as a ‘living document’ for the reader
• A need for creativity in designing c-books to
promote creativity in their readers
• A need for diverse views and methods to
integrate amongst them
• A need to have information on what readers do
with a c-book
• Improvable boundary objects to generate
boundary crossings within a CoI: widget
instances and unit versionings