#scratchmit2016 ignite talk on intergenerational creative game creation

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©2016 Romero Pedagogical uses of technologies can engage learners as interactive consumers or as creative thinkers. (Romero, Laferrière, & Power, 2016 ) (Resnick, 2007 ) Computing Learning to code VS learning through creative programming (Romero, Davidson, Cucinelli, Ouellet & Arthur, 2016 ) Resnick’s 4 P’s of Creative Learning: Projects, Peers, Passion, and Play + Intergenerational learning + #5c21 Five keys skills for 21st education Designing creative computing learning activities (Flannery et al, 2013 ) (Romero & Vallerand, 2016 ) Unplugged computing Creative robotics Creative programming Digital comic creation 3D creation activities Critical thinking / Creativity / Collaboration / Problem solving / Computational thinking Creativity is a process that aims at designing a new, innovating and pertinent way of responding to a potential problematic situation which is valued by a group of reference in a context-specific situation. Problem solving is the ability to identify a problematic situation for which the process and solution is not known in advance. It is also the ability to determine, build and enforce a solution in an effective way. Collaboration is the capacity to develop a shared comprehension of a common objective within a team and coordinate the actions towards its realization. Critical thinking is the capacity to develop independent, critical thought. It enables the analysis of ideas, knowledge and process linked to our personal value system and judgment. Critical thinking relies on given criteria and takes into account factors such as the cultural context and interpersonal relationships. (Resnick, 2014 ) Creativity and ER : Develop creativity in the design of the robot, its construction or its programming. Develop innovative and relevant new solutions to achieve a robotics challenge. Go beyond the passive consumption or interactive use of technologies and develop a creative approach to technology (e.g. creative programming). Problem solving and ER: Develop a positive attitude to problems as a source for learning and resilience development. Develop an iterative approach and build prototypes (design thinking) to solve a complex problem-solving situation. Develop the ability to analyze and break down the needs of a robotics challenge. Develop the ability to determine a solution to build, implement it and evaluate it. Collaboration and ER : Develop collaboration during robotics team challenges that require coordination of different members. Highlight and engage the diversity of skills and talents of the team members. Develop the learner's' engagement through cooperation and competition dynamics. Critical thinking and ER : Understand and be critical towards existing technologies. Reflect on the ethical challenges of human-robot interactions. Computational thinking and ER : Learning to program through visual programming interfaces (e.g. Scratch) supporting the understanding of computational processes and methods. Develop the capacity for abstraction, decomposition and structuring of data and processes necessary for programming the robot. #Vibot the robot A children's’ book about programming (Scratch) and educational robotics. Available in French and English (paper and online). #Vibot Scratch studio aims to invite the readers to engage in the creative creation of new adventures for #Vibot. #Vibot the robot, a children’s book for introducing Creative Programming and Robotics Vivian and Victor are twins. For their birthday, they receive a robot as a gift. They decide to call it Vibot. Before they can play with it, Vivian and Victor must assemble the parts, charge the batteries and learn to speak to Vibot in its own language: programming. Educational Robotics (ER), a privileged tool for the development of the 21st century skills Computational thinking is a set of cognitive and metacognitive strategies linked to computer-related process and methods such abstraction, algorithmics, pattern identification, decomposition and complex structural organization of knowledge into logical sequences. Creative electronics Romero, M. (2016). Intergenerational creative game creation with Scratch. Presented at the #ScratchMIT2016 . MIT Media Lab.

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#CoCreaTIC

©2016 Romero

Pedagogical uses of technologies can engage learners as interactive consumers or as creative thinkers.

(Romero, Laferrière, & Power, 2016) (Resnick, 2007)

ComputingLearning to code VS learning through creative programming(Romero, Davidson, Cucinelli, Ouellet & Arthur, 2016)

Resnick’s 4 P’s of Creative Learning: Projects, Peers, Passion, and Play

+Intergenerational learning

+#5c21 Five keys skills for 21st education

Designing creative computing learning activities

(Flannery et al, 2013)

(Romero & Vallerand, 2016)

Unplugged computing

Creativerobotics

Creative programming

Digital comic creation

3D creation activities

Critical thinking / Creativity / Collaboration / Problem solving / Computational thinking

Creativity is a process that aims at

designing a new, innovating and pertinent way of

responding to a potential problematic situation

which is valued by a group of reference in a

context-specific situation.

Problem solving is the ability to identify a

problematic situation for which the process and solution

is not known in advance. It is also the ability to

determine, build and enforce a solution in an effective

way.

Collaboration is the capacity to develop a shared

comprehension of a common objective within a team and

coordinate the actions towards its realization.Critical thinking is the capacity to develop

independent, critical thought. It enables the analysis

of ideas, knowledge and process linked to our

personal value system and judgment. Critical

thinking relies on given criteria and takes into

account factors such as the cultural context and

interpersonal relationships.

(Resnick, 2014)

Creativity and ER :● Develop creativity in the design of the robot, its

construction or its programming.

● Develop innovative and relevant new solutions to

achieve a robotics challenge.

● Go beyond the passive consumption or

interactive use of technologies and develop a

creative approach to technology (e.g. creative

programming).

Problem solving and ER:● Develop a positive attitude to

problems as a source for learning

and resilience development.

● Develop an iterative approach and

build prototypes (design thinking)

to solve a complex problem-solving

situation.● Develop the ability to analyze and

break down the needs of a robotics

challenge.● Develop the ability to determine a

solution to build, implement it and

evaluate it.

Collaboration and ER :● Develop collaboration during robotics

team challenges that require coordination of different members.

● Highlight and engage the diversity of

skills and talents of the team members.

● Develop the learner's' engagement

through cooperation and competition

dynamics.

Critical thinking and ER : ● Understand and be critical towards existing

technologies.● Reflect on the ethical challenges of human-robot

interactions.

Computational thinking and ER :● Learning to program through visual programming

interfaces (e.g. Scratch) supporting the understanding of

computational processes and methods.

● Develop the capacity for abstraction, decomposition and

structuring of data and processes necessary for

programming the robot.

#Vibot the robot ● A children's’ book about programming

(Scratch) and educational robotics.

● Available in French and English

(paper and online).● #Vibot Scratch studio aims to invite

the readers to engage in the creative

creation of new adventures for

#Vibot.

#Vibot the robot, a children’s book

for introducing Creative Programming and Robotics

Vivian and Victor are twins. For their

birthday, they receive a robot as a gift.

They decide to call it Vibot. Before they

can play with it, Vivian and Victor must

assemble the parts, charge the batteries

and learn to speak to Vibot in its own

language: programming.

Educational Robotics (ER), a privileged tool for the development of the 21st century skills

Computational thinking is a set of cognitive

and metacognitive strategies linked to computer-related

process and methods such abstraction, algorithmics,

pattern identification, decomposition and complex

structural organization of knowledge into logical

sequences.

Creative electronics

Romero, M. (2016). Intergenerational creative game creation with Scratch. Presented at the #ScratchMIT2016. MIT Media Lab.