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ANR CreaMaker
#CreaCube
Artificial Intelligence
Devoted to Education
(AIDE)
MSc SmartEdTech
@margaridaromero
https://margaridaromero.me/
Margarida.Romero@univ-cotedazur.fr
#5c21
5 competencies for the 21st century!
Romero
(2016).
Design
:
Dumont
2
So where's your
accent from?
#5c21
Techno-creative activities
for the 21st century competencies
#Vibot
A story for the 7 to 107 years old
on robotics and programming
Margarida ROMERO
LINE, Université Côte d’Azur, Nice, France
@margaridaromero
Margarida.Romero@univ-cotedazur.fr
5
Do you play a
musical
instrument ?
Right hand : “solo”
Left hand: band or group
https://princessofpavement.com/2011/02/20/snotcicles-and-lego-hands/
Did you / Do you
build/create ?
Right hand : past
Left hand: now
Bricks?
Meccanos?
Electronics?
City Models?
TreeHouse?
#5c21
Romero
(2016).
Design
:
Dumont
8
Game Design
Creative robotics
Creative programming
Romero, M., Lille, B., & Patiño, A. (2017). Usages créatifs du numérique pour l'apprentissage au XXIe siècle. PUQ.
Cocreative uses of technologies for education
Intergenerational
learning
Robotics, 4th
industrial
revolution
Creative
class
21st century
competencies
Educational
robotics
Problem solving
Computational
thinking
Collaboration
Creativity
Critical thinking
Creative
programming
Society Education
Curriculum
Learning through
game creation
Romero (2016). Design : Dumont
#5c21
○ Creative
collaboration as a
context-related collaborative
process of shared creation,
where a solution is
collaboratively (co)constructed
by a group of persons and
considered as original, valuable
or useful by a group of reference
(Romero & Barberà, 2015).
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Creativity ?
Henriksen, Mishra and Fisser (2016) :
“creativity emerges and exists within a system,
rather than only at the level of individual
processes” (p. 27).
Creativity, shape shifting according to the context and
activity
Creativity as way to find different solutions
(divergent thinking).
Divergent thinking could assessed using the Alternate Use
Task (AUT, Guilford, 1967) that
requires finding alternative uses for an object.
Creativity as way to find different solutions
(divergent thinking).
Socio-cultural factors in creativity.
Creativity should be evaluated within a group of reference.
Analysis
Creation
U
n
d
e
r
s
t
a
n
d
i
n
g
t
h
e
s
i
t
u
a
t
i
o
n
O
r
g
a
n
i
z
i
n
g
a
n
d
m
o
d
e
l
i
n
g
t
h
e
s
i
t
u
a
t
i
o
n
Solution
Socio-cultural
factors D
e
v
i
s
e
a
s
o
l
u
t
i
o
n
E
v
a
l
u
a
t
e
a
n
d
a
d
o
p
t
a
n
i
t
e
r
a
t
i
v
e
p
r
o
c
e
s
s
Systems
Romero, Davidson, Lille, Leifheit, Kamga, Tsarava (2019)
Co-creativity assessment requires humans to evaluate the
value of solution within a human sensibility to a problem
Romero, M., Lepage, A., & Lille, B. (2017). Computational thinking development
through creative programming in higher education. International Journal of
Educational Technology in Higher Education, 14(1), 42.
Automatic CT analysis by Dr. Scratch (0.251 ± 0.0184)
#5c21 CT expert analysis (0.469 ± 0.0551)
Can technologies
support the creative
collaboration ?
Citizens as ICT consumers
(Interactive ICT usage)
=» Limits:
Representativity,
Obsolescence
Citizens as ICT
co-creators
(Participatory Knowledge
Co-Creation)
Intergenerational
techno-creativity
Src:
CultOfMac.com
Src:
Ladieslearningcode.com
Is not about the technology (nor its intentions) but about its actual
participatory creative use.
From the passive multimedia consumer to the
creative co-creator
Passive-participatory model (Romero, Laferrière, & Power, 2016).
Passive-participatory model (Romero, Laferrière, & Power, 2016).
Listen music
without selecting
(radio)
Selecting music to
listen
Playing music (solo)
Band/Group
playing
Participatory play
Individual musical
creation
Band/Group
musical cocreation
Creating music in a
participatory way
Creating a playlist
Cocreating a
playlist
Broadcasting
music
Learners as ICT co-creators
(Participatory Knowledge Co-Creation)
Intergenerational techno-creativity
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.
Techno-creative citizenzip to
improve communities =
Humanistic values + 21st Century Skills + Knowledge
+ Learning context and technocreative activities
Can games support
(creative) collaborative
learning ?
Learning
Collaborative
GBL
Game Based
Learning (GBL)
CSCL GBL /
Collaborative SG
Computer
Supported
Collaborative
Learning (CSCL)
Collaborative
Learning
Computer
Supported GBL.
Serious Games (SG)
Computer
Supported
Learning
Collaborative Serious Games 🡺
Game Based Learning (GBL) through
Computer Supported Collaborative
Learning (CSCL)
Serious Games 🡺
Computer-Support
ed Games for
Learning
Collaborative (game based) learning
Margarida Romero, Ph. D.
Collaborative GBL & Group Awareness
In Collaborative Serious Games, are students
• “learning alone, together” (Eastmond, 1995) ?
• collaborating towards a common goal ?
• competing with or against other students or groups ?
Collaborative serious games
Collaborative Serious Games 🡺 Game Based Learning (GBL)
through Computer Supported Collaborative Learning (CSCL)
Collaborative SG considers games allows learners to construct
knowledge by interacting with information, tools, and
materials as well as by collaborating with other learners
within the game.
Romero, M., Usart, M., Ott, M., Earp, J., & de Freitas, S. (2012). Learning through
playing for or against each other? Promoting collaborative learning in digital game
based learning. Learning, 5(2012), 15-2012.
Margarida Romero, Ph. D.
Collaborative GBL & Group Awareness
CL requires sharing and negociating knowledge among learners. Despite
competition rises challenge and motivation (Mawdesley, Long, Al-Jibouri & Scott,
2010), competition does not promote knowledge elicitation and sharing with the
competitors...
Multiplayer Serious Games situations does not promote CL if individuals
are only competing against each other
Individual
learner / player
Small Group Level (Intragroup)
Group Level (Intergroup)
Other
Small
Groups
Games are defined as competitive activities (against the computer,
another playr, or oneself) (Lindsey, 2004)
Then, how could we combine competition and knowledge sharing for
collaborative learning ?
Serious Games for
Collaborative Learning
1.
Collaborative serious games
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE).
In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
Margarida Romero, Ph. D.
Collaborative GBL & Group Awareness
Competition and cooperation
dynamics in SG
2.Serious Games for
Collaborative Learning
1.
Competition and cooperation dynamics in SG
• Cooperative learning situations, compared with competitive and individual situations,
promote higher levels of self-esteem and healthier processes for deriving conclusions
about one’s self-worth. (Johnson, et al., 1983, p. 35)
• The truth is that the vast majority of human interaction … is not competitive but
cooperative interaction. (Johnson & Johnson, 1974, pp. 213)
• Cooperative Learning (CL) is not just a set of teaching techniques. It reflects an ethical
orientation to life and involves a completely different approach to learning. (Clark, 1991,
p. 3)
Margarida Romero, Ph. D.
Collaborative GBL & Group Awareness
Multiplayer Serious Game. Situation I: Interindividual competitition
Individuals playing AGAINST other individuals in a multiplayer SG.
Could we consider this game as a Collaborative Learning game ?
Individuals competing AGAINST each other
Collaborative share of Knowledge is conterproductive
Individual
learner #1
Individual
learner #2
Competition and cooperation
dynamics in SG
2.Serious Games for
Collaborative Learning
1.
Competition and cooperation dynamics in SG
Margarida Romero, Ph. D.
Collaborative GBL & Group Awareness
Small group #1
Small groups playing TOGETHER, AGAINST other small groups in a
collaborative SG
Small group #2
Small groups competing AGAINST other groups
Integroups sharing Knowledge is conterproductive
Individual
learner #1
Individual
learner #2
Individual
learner #3
Individual
learner #4
Individual learners collaborating TOGETHER, AGAINST the other small groups
Intragroup sharing Knowledge is a productive strategy
Learners’ (previous) knowledge
elicitation for facilitating the
awareness of the MKO
Positive interdependence through
common performance interest
(intragroup cooperation and
intergroup competition)
Multiplayer Serious Game. Situation II: Intergroup competitition
Competition and cooperation
dynamics in SG
2.Competition and cooperation
dynamics in SG
2.Serious Games for
Collaborative Learning
1.
Competition and cooperation dynamics in SG
French paradox
Collaboration + Competition + Risk taking
Intra group collaboration
Intergroup competition
Risk taking
Co-creating games, makered or robotic solutions
for developing 5 key competencies
for the 21st century workplace
#5c21
#CoCreaTIC
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational thinking
Participatory Co-Design of Games :
https://vimeo.com/157339347
https://vimeo.com/157339347
@margaridaromero
Romero, M., Sawchuk,
K., Blat, J., Sayago, S.,
Ouellet, H. (Eds.), (2016).
Game-Based Learning Across the
Lifespan. Cross-Generational and
Age-Oriented Topics, Advances in
Game-Based Learning (Springer).
ISBN: 978-3-319-41795-0.
http://www.springer.com/us/book/9
783319417950
@SpringerEdu
book on LLL GBL
Thanks you and welcome to #Nice06
Margarida.Romero@unice.fr
@margaridaromero
ORCID : http://orcid.org/0000-0003-3356-8121
Google Scholar 3xyaF5oAAAAJ
http://unice.fr/laboratoires/line/
http://Researchgate.net/lab/Laboratoire-dInnovation-et-Numerique-pour-lEducation/
https://twitter.com/fabline06
https://www.facebook.com/fabline06/
Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the
Lifespan. Springer.
Values and attitudes for
interdisciplinary community-based challenges
What are the maker skills and attitudes ?
Collectivism
Tolerance of ambiguity
Error tolerance
Challenge orientation

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2021 Creativity and Game Based Learning @margaridaromero

  • 1. ANR CreaMaker #CreaCube Artificial Intelligence Devoted to Education (AIDE) MSc SmartEdTech @margaridaromero https://margaridaromero.me/ Margarida.Romero@univ-cotedazur.fr
  • 2. #5c21 5 competencies for the 21st century! Romero (2016). Design : Dumont 2
  • 4. #5c21 Techno-creative activities for the 21st century competencies #Vibot A story for the 7 to 107 years old on robotics and programming Margarida ROMERO LINE, Université Côte d’Azur, Nice, France @margaridaromero Margarida.Romero@univ-cotedazur.fr
  • 5. 5
  • 6. Do you play a musical instrument ? Right hand : “solo” Left hand: band or group
  • 7. https://princessofpavement.com/2011/02/20/snotcicles-and-lego-hands/ Did you / Do you build/create ? Right hand : past Left hand: now Bricks? Meccanos? Electronics? City Models? TreeHouse?
  • 8. #5c21 Romero (2016). Design : Dumont 8 Game Design Creative robotics Creative programming Romero, M., Lille, B., & Patiño, A. (2017). Usages créatifs du numérique pour l'apprentissage au XXIe siècle. PUQ.
  • 9. Cocreative uses of technologies for education Intergenerational learning Robotics, 4th industrial revolution Creative class 21st century competencies Educational robotics Problem solving Computational thinking Collaboration Creativity Critical thinking Creative programming Society Education Curriculum Learning through game creation
  • 10. Romero (2016). Design : Dumont #5c21 ○ Creative collaboration as a context-related collaborative process of shared creation, where a solution is collaboratively (co)constructed by a group of persons and considered as original, valuable or useful by a group of reference (Romero & Barberà, 2015).
  • 11. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 12. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 14. Henriksen, Mishra and Fisser (2016) : “creativity emerges and exists within a system, rather than only at the level of individual processes” (p. 27).
  • 15. Creativity, shape shifting according to the context and activity
  • 16. Creativity as way to find different solutions (divergent thinking). Divergent thinking could assessed using the Alternate Use Task (AUT, Guilford, 1967) that requires finding alternative uses for an object.
  • 17. Creativity as way to find different solutions (divergent thinking).
  • 18. Socio-cultural factors in creativity. Creativity should be evaluated within a group of reference. Analysis Creation U n d e r s t a n d i n g t h e s i t u a t i o n O r g a n i z i n g a n d m o d e l i n g t h e s i t u a t i o n Solution Socio-cultural factors D e v i s e a s o l u t i o n E v a l u a t e a n d a d o p t a n i t e r a t i v e p r o c e s s Systems Romero, Davidson, Lille, Leifheit, Kamga, Tsarava (2019)
  • 19. Co-creativity assessment requires humans to evaluate the value of solution within a human sensibility to a problem Romero, M., Lepage, A., & Lille, B. (2017). Computational thinking development through creative programming in higher education. International Journal of Educational Technology in Higher Education, 14(1), 42. Automatic CT analysis by Dr. Scratch (0.251 ± 0.0184) #5c21 CT expert analysis (0.469 ± 0.0551)
  • 20. Can technologies support the creative collaboration ?
  • 21. Citizens as ICT consumers (Interactive ICT usage) =» Limits: Representativity, Obsolescence Citizens as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational techno-creativity Src: CultOfMac.com Src: Ladieslearningcode.com Is not about the technology (nor its intentions) but about its actual participatory creative use.
  • 22. From the passive multimedia consumer to the creative co-creator Passive-participatory model (Romero, Laferrière, & Power, 2016).
  • 23. Passive-participatory model (Romero, Laferrière, & Power, 2016). Listen music without selecting (radio) Selecting music to listen Playing music (solo) Band/Group playing Participatory play Individual musical creation Band/Group musical cocreation Creating music in a participatory way Creating a playlist Cocreating a playlist Broadcasting music
  • 24. Learners as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational techno-creativity 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.
  • 25. Techno-creative citizenzip to improve communities = Humanistic values + 21st Century Skills + Knowledge + Learning context and technocreative activities
  • 26. Can games support (creative) collaborative learning ?
  • 27. Learning Collaborative GBL Game Based Learning (GBL) CSCL GBL / Collaborative SG Computer Supported Collaborative Learning (CSCL) Collaborative Learning Computer Supported GBL. Serious Games (SG) Computer Supported Learning Collaborative Serious Games 🡺 Game Based Learning (GBL) through Computer Supported Collaborative Learning (CSCL) Serious Games 🡺 Computer-Support ed Games for Learning Collaborative (game based) learning
  • 28. Margarida Romero, Ph. D. Collaborative GBL & Group Awareness In Collaborative Serious Games, are students • “learning alone, together” (Eastmond, 1995) ? • collaborating towards a common goal ? • competing with or against other students or groups ? Collaborative serious games Collaborative Serious Games 🡺 Game Based Learning (GBL) through Computer Supported Collaborative Learning (CSCL) Collaborative SG considers games allows learners to construct knowledge by interacting with information, tools, and materials as well as by collaborating with other learners within the game. Romero, M., Usart, M., Ott, M., Earp, J., & de Freitas, S. (2012). Learning through playing for or against each other? Promoting collaborative learning in digital game based learning. Learning, 5(2012), 15-2012.
  • 29. Margarida Romero, Ph. D. Collaborative GBL & Group Awareness CL requires sharing and negociating knowledge among learners. Despite competition rises challenge and motivation (Mawdesley, Long, Al-Jibouri & Scott, 2010), competition does not promote knowledge elicitation and sharing with the competitors... Multiplayer Serious Games situations does not promote CL if individuals are only competing against each other Individual learner / player Small Group Level (Intragroup) Group Level (Intergroup) Other Small Groups Games are defined as competitive activities (against the computer, another playr, or oneself) (Lindsey, 2004) Then, how could we combine competition and knowledge sharing for collaborative learning ? Serious Games for Collaborative Learning 1. Collaborative serious games
  • 30. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 31. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 32. Romero, M., Ouellet, H., & Sawchuk, K. (2017). Expanding the game design play and experience framework for game-based lifelong learning (GD-LLL-PE). In Game-Based Learning Across the Lifespan (pp. 1-11). Springer, Cham.
  • 33. Margarida Romero, Ph. D. Collaborative GBL & Group Awareness Competition and cooperation dynamics in SG 2.Serious Games for Collaborative Learning 1. Competition and cooperation dynamics in SG • Cooperative learning situations, compared with competitive and individual situations, promote higher levels of self-esteem and healthier processes for deriving conclusions about one’s self-worth. (Johnson, et al., 1983, p. 35) • The truth is that the vast majority of human interaction … is not competitive but cooperative interaction. (Johnson & Johnson, 1974, pp. 213) • Cooperative Learning (CL) is not just a set of teaching techniques. It reflects an ethical orientation to life and involves a completely different approach to learning. (Clark, 1991, p. 3)
  • 34. Margarida Romero, Ph. D. Collaborative GBL & Group Awareness Multiplayer Serious Game. Situation I: Interindividual competitition Individuals playing AGAINST other individuals in a multiplayer SG. Could we consider this game as a Collaborative Learning game ? Individuals competing AGAINST each other Collaborative share of Knowledge is conterproductive Individual learner #1 Individual learner #2 Competition and cooperation dynamics in SG 2.Serious Games for Collaborative Learning 1. Competition and cooperation dynamics in SG
  • 35. Margarida Romero, Ph. D. Collaborative GBL & Group Awareness Small group #1 Small groups playing TOGETHER, AGAINST other small groups in a collaborative SG Small group #2 Small groups competing AGAINST other groups Integroups sharing Knowledge is conterproductive Individual learner #1 Individual learner #2 Individual learner #3 Individual learner #4 Individual learners collaborating TOGETHER, AGAINST the other small groups Intragroup sharing Knowledge is a productive strategy Learners’ (previous) knowledge elicitation for facilitating the awareness of the MKO Positive interdependence through common performance interest (intragroup cooperation and intergroup competition) Multiplayer Serious Game. Situation II: Intergroup competitition Competition and cooperation dynamics in SG 2.Competition and cooperation dynamics in SG 2.Serious Games for Collaborative Learning 1. Competition and cooperation dynamics in SG
  • 36. French paradox Collaboration + Competition + Risk taking Intra group collaboration Intergroup competition Risk taking
  • 37. Co-creating games, makered or robotic solutions for developing 5 key competencies for the 21st century workplace #5c21 #CoCreaTIC ○ Critical thinking ○ Collaboration ○ Creativity ○ Problem solving ○ Computational thinking
  • 38. Participatory Co-Design of Games : https://vimeo.com/157339347 https://vimeo.com/157339347
  • 39. @margaridaromero Romero, M., Sawchuk, K., Blat, J., Sayago, S., Ouellet, H. (Eds.), (2016). Game-Based Learning Across the Lifespan. Cross-Generational and Age-Oriented Topics, Advances in Game-Based Learning (Springer). ISBN: 978-3-319-41795-0. http://www.springer.com/us/book/9 783319417950 @SpringerEdu book on LLL GBL
  • 40. Thanks you and welcome to #Nice06 Margarida.Romero@unice.fr @margaridaromero ORCID : http://orcid.org/0000-0003-3356-8121 Google Scholar 3xyaF5oAAAAJ http://unice.fr/laboratoires/line/ http://Researchgate.net/lab/Laboratoire-dInnovation-et-Numerique-pour-lEducation/ https://twitter.com/fabline06 https://www.facebook.com/fabline06/
  • 41. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 42. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 43. Values and attitudes for interdisciplinary community-based challenges
  • 44. What are the maker skills and attitudes ? Collectivism Tolerance of ambiguity Error tolerance Challenge orientation