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Creative Game Based Learning
Prof dr @margaridaRomero / Lab director @fabline06 #Nice06
@uca_research
Creative Game Based Learning
Prof dr @margaridaRomero / Lab director @fabline06 #Nice06
@uca_research
1. Welcome to LINE research lab in #Nice06
2. Game Based Learning for co-creative problem solving?
3. LMGM under the perspective of the learning sciences
4. Three Game Based Learning approaches to develop the
#5c21
5. (Co)creative problem solving and computational thinking
in playful activities
1
Welcome to LINE
research lab in
#Nice06
You’re welcome !
#Nice06 is Nice !
You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education
at @UCA_research (Université Côté d’Azur)
Our lab and colleagues are also Nice !
You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education
at @UCA_research (Université Côté d’Azur)
Our lab and colleagues are also Nice !
Work hard, play hard !
Work hard, play hard
(Aarssen & Crime, 2016)
6
You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour
l’Education) at @UCA_research (Université Côté d’Azur)
Our research lab network is not only
#Nice06 !
“los-amig@s-de-mis-amig@s-son-mis-amig@s”
2
Game Based
Learning for
co-creative
problem solving?
#5c21
5 competencies for
the 21st century!
Romero(2016).Design:Dumont
Can technologies support
co-creative participation
in Game Based Learning?
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.
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.
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).
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.
Participatory Co-Design of Games :
https://vimeo.com/157339347
https://vimeo.com/157339347
Usages créatifs du numérique en éducation
(Activités d’apprentissage techno-créatives)Apprentissagesintergénérationnels
La robotique,
4ème révolution
industrielle
Classe
créative
Résolution de
problèmes
Pensée
informatique
Collaboration
Créativité
Pensée critique
Société Éducation
Robotique pédagogique
Apprentissage de la
programmation
Création de jeux numériques
Fabrication numérique (maker)
Pédagogie
créative
#5c21
Compétences 21e siècle
3
LMGM under the
perspective of the
learning sciences
Game creation as a journey !
#T
LMGM (step 3 and 4)
@margaridaromero
Handbook on
Digital Game Design
You are invited to contribute
to the English release !!
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.
Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
LMGM under the lens of
self-determination theory (SDT)
Proulx, J. N., Romero, M., & Arnab, S. (2016).
Learning Mechanics and Game Mechanics Under the
Perspective of Self-Determination Theory to Foster
Motivation in Digital Game Based Learning.
Simulation & Gaming, 1046878116674399.
LMGM under the lens of Activity Theory
Patino, A., & Romero, M. (2017). Understanding game mechanics
under the Activity Theory Approach in DGBL. In Y. Baek (Éd.), Game
Based Learning. Theory, Strategies and Performance outcomes. (p.
189‑202). NY (USA): Nova Science Pub Inc.
LMGM under the lens of Activity Theory
Learner
Game designer
Teacher
LMGM under the lens of Activity Theory
LMGM under the lens of Activity Theory
LMGM
Game
mechanics
Game
dynamics
Learning
mechanics
Learning
dynamics
Learner
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.
@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
4
3 Game Based
Learning
approaches to
develop the #5c21
#5c21
5 competencies for
the 21st century!
Romero(2016).Design:Dumont
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: scripting intergen game creation.
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
Src:Ladieslearningcode.com
Intergenerational creative programming
https://scratch.mit.edu/projects/79072590/#editor
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: Ice-breaking roles.
@margaridaromero
https://vimeo.com/157339347
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 3: Storytelling
From storytime to coding time
De 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).
@margaridaromero
In Vibot the robot,
granny ADA is the most tech-savvy member of the family !
@margaridaromero
Orchestrating intergenerational creative programming
workshops (II)
#Vibot studio on #Scratch
3
(Co)creative
problem solving
and computational
thinking in playful
activities
CreaCube activity,
engages the player in a
playful challenge to
evaluate his/her creative
problem-solving skills.
CreaCube, a playful activity to evaluate creative problem solving.
the game’s objective:
Create an autonomous vehicle reaching the finish point.
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/

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Creative Game Based Learning Approaches to Develop 21st Century Skills

  • 1. Creative Game Based Learning Prof dr @margaridaRomero / Lab director @fabline06 #Nice06 @uca_research
  • 2. Creative Game Based Learning Prof dr @margaridaRomero / Lab director @fabline06 #Nice06 @uca_research 1. Welcome to LINE research lab in #Nice06 2. Game Based Learning for co-creative problem solving? 3. LMGM under the perspective of the learning sciences 4. Three Game Based Learning approaches to develop the #5c21 5. (Co)creative problem solving and computational thinking in playful activities
  • 3. 1 Welcome to LINE research lab in #Nice06
  • 5. You’re welcome to @fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education at @UCA_research (Université Côté d’Azur) Our lab and colleagues are also Nice !
  • 6. You’re welcome to @fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education at @UCA_research (Université Côté d’Azur) Our lab and colleagues are also Nice ! Work hard, play hard ! Work hard, play hard (Aarssen & Crime, 2016) 6
  • 7. You’re welcome to @fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education) at @UCA_research (Université Côté d’Azur) Our research lab network is not only #Nice06 ! “los-amig@s-de-mis-amig@s-son-mis-amig@s”
  • 9. #5c21 5 competencies for the 21st century! Romero(2016).Design:Dumont
  • 10. Can technologies support co-creative participation in Game Based Learning?
  • 11. 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.
  • 12. 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.
  • 13. 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).
  • 14. 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.
  • 15. Participatory Co-Design of Games : https://vimeo.com/157339347 https://vimeo.com/157339347
  • 16. Usages créatifs du numérique en éducation (Activités d’apprentissage techno-créatives)Apprentissagesintergénérationnels La robotique, 4ème révolution industrielle Classe créative Résolution de problèmes Pensée informatique Collaboration Créativité Pensée critique Société Éducation Robotique pédagogique Apprentissage de la programmation Création de jeux numériques Fabrication numérique (maker) Pédagogie créative #5c21 Compétences 21e siècle
  • 17. 3 LMGM under the perspective of the learning sciences
  • 18. Game creation as a journey ! #T LMGM (step 3 and 4)
  • 19. @margaridaromero Handbook on Digital Game Design You are invited to contribute to the English release !!
  • 20. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 21. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 22. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 23. LMGM under the lens of self-determination theory (SDT) Proulx, J. N., Romero, M., & Arnab, S. (2016). Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning. Simulation & Gaming, 1046878116674399.
  • 24.
  • 25. LMGM under the lens of Activity Theory Patino, A., & Romero, M. (2017). Understanding game mechanics under the Activity Theory Approach in DGBL. In Y. Baek (Éd.), Game Based Learning. Theory, Strategies and Performance outcomes. (p. 189‑202). NY (USA): Nova Science Pub Inc.
  • 26. LMGM under the lens of Activity Theory Learner Game designer Teacher
  • 27. LMGM under the lens of Activity Theory
  • 28. LMGM under the lens of Activity Theory
  • 30. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 31. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  • 32. @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
  • 33. 4 3 Game Based Learning approaches to develop the #5c21
  • 34. #5c21 5 competencies for the 21st century! Romero(2016).Design:Dumont
  • 35. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: scripting intergen game creation. 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
  • 37. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
  • 39. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 40. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 41. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 3: Storytelling From storytime to coding time De 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).
  • 42. @margaridaromero In Vibot the robot, granny ADA is the most tech-savvy member of the family !
  • 43. @margaridaromero Orchestrating intergenerational creative programming workshops (II) #Vibot studio on #Scratch
  • 45. CreaCube activity, engages the player in a playful challenge to evaluate his/her creative problem-solving skills. CreaCube, a playful activity to evaluate creative problem solving. the game’s objective: Create an autonomous vehicle reaching the finish point.
  • 46. 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/