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Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Margarida.ROMERO@fse.ulaval.ca @margaridaromero Professor of educational technology Faculté des Sciences de l’Éducation Université Laval (Québec, Canada) 11 th Dec, 2015. Rome #galaconf Research supported by

Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking

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Digital game design as a complex learning activity

for developing the 4Cs skills:

Communication, Collaboration, Creativity

and Critical thinking.

[email protected]

@margaridaromero

Professor of educational technology

Faculté des Sciences de l’Éducation

Université Laval (Québec, Canada)11th Dec, 2015. Rome #galaconf

Research supported by

Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning

Alliance conference (GALA 2015), Rome..

Presentation plan

ICT and DGBL for improving education, really?

Co-creative playful learning

ACT project : Intergenerational game creation workshops

Creating computer-based life narratives

Research supported by Ageing + Communication + Technology www.actproject.ca

@MargaridaROMERO

Creating computer-based life narratives

Research supported by Ageing + Communication + Technology www.actproject.ca

@MargaridaROMERO

Creating computer-based life narratives

Research supported by Ageing + Communication + Technology www.actproject.ca

@MargaridaROMERO

Latest OECD report on technology impact on

education (Sept. 2015) shows the opposite, why?

#oaweek @margaridaromeroS

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A B

Passive or interactive

consumption

(Co)creation of

content/knowledge

--

Creative programming

Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning

Alliance conference (GALA 2015), Rome..

From digital consumption to knowledge co-creation

A B

Participatory

co-creation of

knowledge

Passive

consumption

Interactive

consumption

Individual

content

creation

Content

co-creation

Is not about the technology (nor its intentions) but about its actual pedagogical use.

We should differentiate different levels of pedagogical uses of technologies ranging from passive

consumption (e.g. video tutorial), to interactive consumption (e.g. basic multiplication game),

individual content (co)creation (e.g. creating a game based on a template) and participatory

co-creation of knowledge (e.g. co-creating a game with Scratch).

Romero (2015)

Creating computer-based life narratives

Research supported by Ageing + Communication + Technology www.actproject.ca

@MargaridaROMERO

Co-creative playful learning

Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning

Alliance conference (GALA 2015), Rome..

Research focus on co-creative playful learning

• Co-creating games with my students but also with my toodler,

a terrible-two game and sound designer (ScratchJr).

• ScratchJr is a “graphical programming language based on

Scratch and redesigned for the unique developmental and

learning needs of children in kindergarten to second grade”

(Flannery et al. 2013).

Co-creative playful learning research

+ playful parenting!

Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning

Alliance conference (GALA 2015), Rome..

New friends (I): Partnership ACT

www.ACTproject.ca Ageing + Communication + Technologies (ACT)

– Partners from Canada, USA, Spain, Peru, UK,

Finland, The Netherlands, Romania, Malaysia…

– Silver Gaming working group

• Intergenerational game based learning

– Intergenerational CoCreation of Games

• Older adults game design (50+)

• Serious fun across the lifespan

Research supported by

Creating computer-based life narratives

Research supported by Ageing + Communication + Technology www.actproject.ca

@MargaridaROMERO

#SGISS15 : 65 participants !

Topics:

• participatory game design

• game based learning accross the lifespan

• intergenerational learning.

Creating computer-based life narratives

Research supported by Ageing + Communication + Technology www.actproject.ca

@MargaridaROMERO

Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning

Alliance conference (GALA 2015), Rome..

Creating games with Scratch and robotics

NXT

WeDo

MBot

Romero, M. (2015). Digital game design as a complex learning activity for developing the 4Cs skills: Communication, Collaboration, Creativity and Critical thinking. Presented at the Game and Learning

Alliance conference (GALA 2015), Rome..

A B

Participatory

co-creation of

knowledge

Passive

consumption

Interactive

consumptionIndividual

content

creation

Content

co-creation

Playing games

which allow

‘only’ to

interact with

the existent

content.

Playing games

allowing

individual

content

creation

Playing games

allowing

collaborative

content

creation

Playing games

allowing

collaborative

knowledge

modelling

Participatory

co-creation of

(serious)

games as a learning

activity

Collaborative

creation of

(serious)

games as a learning

activity

Individual

creation of

(serious)

games as a learning

activity

Ga

me

(co

)cre

atio

n

Pla

yin

g

ga

me

s

Digital game design as a complex learning activity

for developing the 4Cs skills:

Communication, Collaboration, Creativity

and Critical thinking.

[email protected]

@margaridaromero

Professor of educational technology

Faculté des Sciences de l’Éducation

Université Laval (Québec, Canada)11th Dec, 2015. Rome #galaconf

Research supported by

Thank you for your

attention, all feedback is

welcomed !

17

http://intergen.fse.ulaval.ca

Eds. Romero, Sawchuk, Blat, Sayago, Ouellet

Advances in Game-based Learning (AGBL) book series of Springer

Game-Based Learning across the LifespanCross-generational and age-oriented digital game-based

learning from childhood to older adulthood.

Chris Gray and Alfonso Ippolito

Orientation towards a successful product

Trust

Freedom of expression

(Prior and ongoing) knowledge group

awareness

Playing with ideas

Generating new ideas

Engagement towards the group and task

Discussion