20171014 #actproject meeting #uottawa
TRANSCRIPT
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Research supported by
and Vibot the robot
Intergenerational play and game design:participatory fun and digital empowerment
Li E Laboratoire d'Innovation et Numérique pour l'Education
Feat. Scratch
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@margaridaromero
Can technologies support
creative participation across the lifespan ?
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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).
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Cocreative uses of technologies for educationIn
terg
ener
atio
nal l
earn
ing
Robotics, 4th industrial revolution
Creative class
21st century competencies
Educational robotics
Problem solving
Computational thinking
Collaboration
Creativity
Critical thinking
Creative programming
Society EducationCurriculum
Learning through game creation
Maker Education
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@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/9783319417950
@SpringerEdu book on LLL GBL
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@margaridaromero
In Vibot the robot, granny ADA is the most tech-savvy member of the family !
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Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens
Research supported by Ageing + Communication + Technology www.actproject.ca
@MargaridaROMEROSilver Gaming activities● 1 Springer book on intergenerational gaming● 1 handbook on digital game design● 1 children book feat. a coding-expert granny● 1 Summer school (#SGISS15 lead by Romero) and
its proceedings ● 3 conference papers● 2 conferences ‘tracks’ (HCI 2016 lead by Loss,
#CIRTA 2016 lead by Romero)● 6 workshops … and a lot of fun !!
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U’re welcome to Nice !!
● #fabLINE ● 5-6th April‘18 Ecritech● 4-5th Oct’18 ECGBL
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13 researchers in the field of education
○ ROMERO, Margarida (PU, Sciences de l’Éducation, 70), Directrice LINE○ QUILIO, Serge (MCF, Didactique des mathématiques, 26), Responsable de l’Axe 1 ○ DE SMET, Cindy (MCF, Sciences de l’Éducation, 70), Responsable de l’Axe 2 ○ BRUNEL, Magali (MCF, Sciences de l’Éducation, 70), Responsable des relations avec
les partenaires ○ SANTINI, Jérôme (MCF, Sciences de l’Éducation, 70)○ CALISTRI, Carole (MCF, Sciences du Langage, 7)○ DOUEK, Nadia (MCF, Didactique des mathématiques, 26)○ FALLER, Christine (PRAG Docteure, Sciences de l’Éducation, 70)○ WINDER, Claire (PRAG Docteure, Didactique des mathématiques, 26)○ LAPIQUE, Virginie (PRCE Docteure, Sciences du Langage, 7)○ LAFLOTTE, Lara (ATER, Docteure, Psychopédagogie, 16)○ MARCUCCI, Laetitia (ATER, Docteure, Philosophie, 17, 18, 72)○ RACHED, Elie (ATER, Docteur, Sciences de l’Éducation, 70)
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Axe 2
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@margaridaromero
Learners as ICT co-creators(Participatory Knowledge Co-Creation)
Intergenerational techno-creativity
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Intergenerational creative programming engage
participants from different generations and backgrounds together
in the process of designing and developing an original work through
coding.
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@margaridaromero
https://vimeo.com/157339347
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@margaridaromero
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Intergenerational creative programming
https://scratch.mit.edu/projects/79072590/#editor
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@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
Senior participants (50+) Acting as Narrative directors,
sharing a life experience related to the Social Sciences
curriculum.
Younger learnersacting 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
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@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
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@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
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@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
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Romero (2016, in press)
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#GC2020 Innovation Fair. Ottawa. April 2016.
#ACTproject#CoCreaTIC#eduJeux#5c21
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@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 3: Storytelling
From storytime to coding timeDe l’heure du conte à l’heure du code
#Vibot the robot, an intergenerational book about programming and educational robotics. Available in French and English (paper and online).
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@margaridaromero
Orchestrating intergenerational creative programming workshops (II)
#Vibot studio on #Scratch
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@margaridaromero
Outcomes: publications #ACTproject #CoCreaTIC
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.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.a92Romero, 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.
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@margaridaromero
Handbook on Digital Game DesignYou are invited to contribute to the English release !!
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Research supported by
@[email protected] professor of Educational Technology
Faculté des Sciences de l’ÉducationUniversité Laval
Feat. Scratch
and Vibot the robot
Intergenerational play and game design:participatory fun and digital empowerment
Thanks you!
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@margaridaromero
Can technologies support creative participation across the
lifespan ?
Passive-participatory model (Romero, Laferrière, & Power, 2016).PPM applied to learning to code activities:Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. CIDUI.
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@margaridaromero
Citizens as ICT consumers(Interactive ICT usage)
=» Limits: Representativity,
Obsolescence
Citizens as ICT co-creators
(Participatory Knowledge Co-Creation)
Intergenerational techno-creativity
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Is not about the technology (nor its intentions) but about its actual participatory creative use.
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Techno-Creative activities
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational
thinking
Romero (2016). Design : Dumont
#5c21