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20190414 Learning through playing for or against each other?

Learning through playing for or against each other? Learning Music Through Play in Out-of-School Context

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20190414 Learning through playing for or against each other?

  1. 1. Learning Music Through Play in Out-of-School Context Learning through playing for or against each other? Promoting collaborative learning in digital game-based learning Margarida ROMERO Dir. Laboratoire d’Innovation et Numérique pour l’Education (LINE) Université Côte d’Azur, France @margaridaromero Margarida.Romero@unice.fr
  2. 2. margarida.romero@unice.fr Full professor at ESPE Nice Université Nice Sophia Antipolis Laboratoire d’Innovation et Numérique pour l’Éducation (LINE) #CoCreaTIC #5c21 Techno-creative activities for the 21st century competencies #Vibot A story for the 7 to 107 years old on robotics and programming
  3. 3. 4
  4. 4. Do you play a musical instrument ? Right hand : “solo” Left hand: band or group
  5. 5. 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?
  6. 6. #5c21 Romero(2016).Design:Dumont 7 Game Design Creative robotics Creative programming Romero, M., Lille, B., & Patiño, A. (2017). Usages créatifs du numérique pour l'apprentissage au XXIe siècle. PUQ.
  7. 7. Cocreative uses of technologies for educationIntergenerationallearning 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
  8. 8. 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).
  9. 9. 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.
  10. 10. 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.
  11. 11. Creativity ?
  12. 12. Henriksen, Mishra and Fisser (2016) : “creativity emerges and exists within a system, rather than only at the level of individual processes” (p. 27).
  13. 13. Creativity, shape shifting according to the context and activity
  14. 14. 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.
  15. 15. Creativity as way to find different solutions (divergent thinking).
  16. 16. Socio-cultural factors in creativity. Creativity should be evaluated within a group of reference. Analysis Creation Understanding the situation Organizing and m odeling the situation Solution Socio-cultural factors Deviseasolution Evaluateandadoptaniterative process Systems Romero, Davidson, Lille, Leifheit, Kamga, Tsarava (2019)
  17. 17. 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)
  18. 18. Can technologies support the creative collaboration ?
  19. 19. 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.
  20. 20. From the passive multimedia consumer to the creative co-creator Passive-participatory model (Romero, Laferrière, & Power, 2016).
  21. 21. 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
  22. 22. Learners as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational techno-creativity Src:Ladieslearningcode.com
  23. 23. Techno-creative citizenzip to improve communities = Humanistic values + 21st Century Skills + Knowledge + Learning context and technocreative activities
  24. 24. Can games support (creative) collaborative learning ?
  25. 25. Collaborative Serious Games Collaborative Serious Games Collaborative (game based) learning
  26. 26. 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 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.
  27. 27. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessSerious Games for Collaborative Learning1.Collaborative serious games
  28. 28. 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.
  29. 29. 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.
  30. 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. 31. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessCompetition and cooperation dynamics in SG2.Serious Games for Collaborative Learning1.Competition and cooperation dynamics in SG • • … •
  32. 32. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessCompetition and cooperation dynamics in SG2.Serious Games for Collaborative Learning1.Competition and cooperation dynamics in SG
  33. 33. Margarida Romero, Ph. D. Collaborative GBL & Group AwarenessCompetition and cooperation dynamics in SG2.Competition and cooperation dynamics in SG2.Serious Games for Collaborative Learning1.Competition and cooperation dynamics in SG
  34. 34. French paradox Collaboration + Competition + Risk taking Intra group collaboration Intergroup competition Risk taking
  35. 35. 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
  36. 36. Participatory Co-Design of Games : https://vimeo.com/157339347 https://vimeo.com/157339347
  37. 37. @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
  38. 38. 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/
  39. 39. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  40. 40. Romero, M., Sawchuk, K., Blat, J., Sayago, S., & Ouellet, H. (2016). Game-Based Learning Across the Lifespan. Springer.
  41. 41. Values and attitudes for interdisciplinary community-based challenges
  42. 42. What are the maker skills and attitudes ? Collectivism Tolerance of ambiguity Error tolerance Challenge orientation
  43. 43. So where's your accent from?
  44. 44. Le jeu numérique comme stratégie pédagogique Prof @margaridaRomero margarida.romero@unice.fr Lab director @fabline06 #Nice06 @uca_research LINE Lab Director Université Côte d’Azur (@fabline06 @uca_research) MsC SmartEdTech Co-director (online + 2 intensive weeks in #Nice06) Associate professor. Université Laval
  45. 45. #5c21 5 competencies for the 21st century! Romero(2016).Design:Dumont 46

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