SlideShare a Scribd company logo
Research supported by
@margaridaromero
margarida.romero@fse.ulaval.ca
Professeure en technologie éducative
Faculté des Sciences de l’Éducation
Université Laval
Feat. Vibot the robot
and Scratch
@margaridaromero
Should kids use technologies ?
@margaridaromero
Learners as ICT
consumers
(Interactive ICT usage)
Learners as ICT co-
creators
(Participatory Knowledge
Co-Creation)
Intergenerational creative
programming
Src:CultOfMac.com
Src:Ladieslearningcode.com
Is not about the technology (nor its intentions) but about its actual
pedagogical use.
@margaridaromero
5 levels of learning to code activities (Romero et al. 2016)
Creative
programming
activities
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational
thinking
Romero (2016). Design : Dumont
@margaridaromero
Learners as ICT co-creators
(Participatory Knowledge Co-Creation)
Intergenerational creative programming
Src:Ladieslearningcode.com
Intergenerational creative programming engage
participants from different generations and backgrounds together
in the process of designing and developing an original work through
coding.
@margaridaromero
Orchestrating intergenerational creative programming
workshops (I)
Senior participants (50+)
Acting as Narrative directors,
sharing a life experience
related to the Social Sciences
curriculum.
Younger learners
acting as Multimedia directors,
creating a digital life narrative
(Open Educational Resource)
Intergenerational learning through play (Davis, Larkin, & Graves, 2002) and digital
creation. Participatory design of digital games (Blat et al., 2012; Vanden Abeele &
Van Rompaey, 2006) with Scracth.
Digital creativity;
Social participation;
Heritage
preservation
Learning by real life
stories; Learning by
creating OER
@margaridaromero
Orchestrating intergenerational creative programming
workshops (II)
#Vibot the robot, an intergenerational book about programming and
educational robotics. Available in French and English (paper and online).
@margaridaromero
Orchestrating intergenerational creative programming
workshops (II)
#Vibot studio on #Scratch
@margaridaromero
References and ressources
#CoCreaTIC
https://margaridaromero.wordpress.com/
Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to
code: from procedural puzzle-based games to creative programming. CIDUI.
Romero, M., & Ouellet, H. (2016, July). Scaffolding Digital Game Design Activities
Grouping Older Adults, Younger Adults and Teens. In International Conference on
Human Aspects of IT for the Aged Population (pp. 74-81). Springer International
Publishing.
Romero, M. (2016). De l’apprentissage procédural de la programmation à
l’intégration interdisciplinaire de la programmation créative. Formation et
profession, 24(1), 87-89. http://dx.doi.org/10.18162/fp.2016.a92
Romero, M., Laferriere, T., & Power, T. M. (2016). The Move is On! From the Passive
Multimedia Learner to the Engaged Co-creator. eLearn, 2016(3), 1.
Romero, M., & Loufane. (2016). ViBot, le robot. Québec, QC: Publications du Québec.
Romero, M., & Vallerand, V. (2016). Guide d’activités technocréatives pour les
enfants du 21e siècle (Vol. 1). Québec, QC: Createspace.
Research supported by
@margaridaromero
margarida.romero@fse.ulaval.ca
Professeure en technologie éducative
Faculté des Sciences de l’Éducation
Université Laval
Thank you for
your attention
All feedback is
welcome

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Scratch. Romero. Intergenerational game creation with Scratch

  • 1. Research supported by @margaridaromero margarida.romero@fse.ulaval.ca Professeure en technologie éducative Faculté des Sciences de l’Éducation Université Laval Feat. Vibot the robot and Scratch
  • 3. @margaridaromero Learners as ICT consumers (Interactive ICT usage) Learners as ICT co- creators (Participatory Knowledge Co-Creation) Intergenerational creative programming Src:CultOfMac.com Src:Ladieslearningcode.com Is not about the technology (nor its intentions) but about its actual pedagogical use.
  • 4. @margaridaromero 5 levels of learning to code activities (Romero et al. 2016)
  • 5. Creative programming activities ○ Critical thinking ○ Collaboration ○ Creativity ○ Problem solving ○ Computational thinking Romero (2016). Design : Dumont
  • 6. @margaridaromero Learners as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational creative programming Src:Ladieslearningcode.com Intergenerational creative programming engage participants from different generations and backgrounds together in the process of designing and developing an original work through coding.
  • 7. @margaridaromero Orchestrating intergenerational creative programming workshops (I) Senior participants (50+) Acting as Narrative directors, sharing a life experience related to the Social Sciences curriculum. Younger learners acting as Multimedia directors, creating a digital life narrative (Open Educational Resource) Intergenerational learning through play (Davis, Larkin, & Graves, 2002) and digital creation. Participatory design of digital games (Blat et al., 2012; Vanden Abeele & Van Rompaey, 2006) with Scracth. Digital creativity; Social participation; Heritage preservation Learning by real life stories; Learning by creating OER
  • 8. @margaridaromero Orchestrating intergenerational creative programming workshops (II) #Vibot the robot, an intergenerational book about programming and educational robotics. Available in French and English (paper and online).
  • 9. @margaridaromero Orchestrating intergenerational creative programming workshops (II) #Vibot studio on #Scratch
  • 10. @margaridaromero References and ressources #CoCreaTIC https://margaridaromero.wordpress.com/ Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. CIDUI. Romero, M., & Ouellet, H. (2016, July). Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens. In International Conference on Human Aspects of IT for the Aged Population (pp. 74-81). Springer International Publishing. Romero, M. (2016). De l’apprentissage procédural de la programmation à l’intégration interdisciplinaire de la programmation créative. Formation et profession, 24(1), 87-89. http://dx.doi.org/10.18162/fp.2016.a92 Romero, M., Laferriere, T., & Power, T. M. (2016). The Move is On! From the Passive Multimedia Learner to the Engaged Co-creator. eLearn, 2016(3), 1. Romero, M., & Loufane. (2016). ViBot, le robot. Québec, QC: Publications du Québec. Romero, M., & Vallerand, V. (2016). Guide d’activités technocréatives pour les enfants du 21e siècle (Vol. 1). Québec, QC: Createspace.
  • 11. Research supported by @margaridaromero margarida.romero@fse.ulaval.ca Professeure en technologie éducative Faculté des Sciences de l’Éducation Université Laval Thank you for your attention All feedback is welcome