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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 [email protected] Feat. Scratch

20171014 #ACTproject meeting #uOttawa

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Page 1: 20171014 #ACTproject meeting #uOttawa

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

[email protected]

Feat. Scratch

Page 2: 20171014 #ACTproject meeting #uOttawa

@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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Li E Laboratoire d'Innovation et Numérique pour l'Education

[email protected]

U’re welcome to Nice!

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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!

Page 28: 20171014 #ACTproject meeting #uOttawa

@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