Research supported by @margaridaromero #Vibot #5c21 #CoCreaTIC
Research supported by
and Vibot the robot
From computing to computational thinking: Encouraging creative approaches to problem-solving across the curriculum
Feat. Scratch
@margaridaromero
#CoCreaTIC #5c21Techno-creative activities for the 21st century competencies
#VibotA story for the 7 to 107 years oldon robotics and programming
#Vibot #5c21
#CoCreaTIC
https://goo.gl/lLk1FL
[email protected] Associate professor of Educational Technology
Université Laval
[email protected] Professor at ESPE NiceUniversité Nice Sophia AntipolisLaboratoire d’Innovation et Numérique pour l’Éducation (LINE)
#CoCreaTIC #5c21Techno-creative activities
for the 21st century competencies
#VibotA story for the 7 to 107 years old
on robotics and programming
Should kids use technologies ?
? @margaridaromero
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Citizens as ICT consumers(Interactive ICT usage)
=» Limits: Representativity,
Obsolescence
Citizens as ICT co-creators(Participatory Knowledge
Co-Creation)
Collaborative problem-solving techno-creativity
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Is not about the technology (nor its intentions) but about its actual participatory creative use.
@margaridaromero
Should kids use technologies ?
@margaridaromero
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Passive-participatory model (Romero, Laferrière, & Power, 2016) based on Chi (2009).Romero, M., Davidson, A-L., Cucinelli, G., Ouellet, H., & Arthur, K. (2016). Learning to code: from procedural puzzle-based games to creative programming. CIDUI.
#CoCreaTIC
Research supported by
#CoCreaTIC mission: Foster techno-cocreative problem-solving and humanistic values through community-based challenges engaging intergenerational participants.
#5c21 values and attitudes
#Vibot the robot, an intergenerational book about programming and educational
robotics. Available in French and English (paper and online).
#5c21 guide including 15 ideas of co-creative activities for the 21st
century kids: from unplugged computing to
Minecraft.
#5c21 : 5 key competencies for the 21st century citizenship
#5c21 assessment tool: www.cocreatic.net
Studio #Vibot on Scratch
Community-based challenges: #smartcitymaker #fabville /
#r2t2
w/ A. LepageDesign by Leslie Dumont
w/ V. Vallerand
w/ R. Kamga; B. Lille; JN Proulx
Illustrated by Loufane
w/ A. Roy
#CoCreaTIC
Invited research: S. Netto
Lead by M. Romero
Related projects: Silver Gaming @ACT, IMAGINE (w. G. Cucinelli, A-L. Davidson)
15 cocreative activities
@margaridaromero
#Vibot the robot, an intergenerational book about programming and educational robotics. Available in French and English (paper and online).
Creative programming with Scratch and #Vibot the robot
https://scratch.mit.edu/ Studio #Scratch de #Vibot: https://scratch.mit.edu/studios/1999251/
@margaridaromero
In Vibot the robot, granny ADA is the most tech-savvy member of the family !
Code VS Programming
@margaridaromero
Code literacy
Systems literacy
Analysis Technocreative solution (making, coding, testing)
Learning to code is not enough!● Code is part of the literacy required
for creative programming
Programming is a human-sensitive decision-making of 1. analysis a (complex)
problem-situation;2. organisation, reduction of the
complexity (selecting an angle and the entities to model) and modelling the problem-situation;
3. creating a program (code) through the use of an specific language
4. testing, debugging and maintaining the program.
@margaridaromero
5 levels of learning to code activities (Romero et al. 2016)
@margaridaromero
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).
@margaridaromero
What kind of activities can engage learners in creative collaboration?
Interdisciplinary team-based challenges
Challenge: coordinate and program the robots
moves in the arena representing the surface of Mars.
16 teams in 5 countries (FR, SW, MX, CA, St-Lucie)
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Challenge
Community Noé, age 5, suffers from agenesis of the left hand. The little boy received a prosthesis made by the secondary level students of Soing (France). The artificial hand was realized thanks to a printer 3D.
Belonging, caring, contributing (cocreative project), goodwilling
Team-defined and regulated cocreative
activity to solve an authentic complex ill-defined problem.
Complex ill-defined problems requires , on the one hand, a worthy community-oriented
inquiry that could benefit from a design based approach, interdisciplinarity, a
diversity of literacies and the 21st century competencies: collaboration, problem solving, creativity, critical thinking and
computational thinking.
Team/self-defined projects fuels intrinsic motivation
Challenges requires a certain degree of complexity to engage learners in a cocreative activity
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Schools avoids complexity by organizing uncontextualized knowledge units according to the curriculum and the disciplines
Related attitudes and skills: curiosity, ambiguity tolerance, systems thinking, abstraction, pattern thinking, error tolerance.
Complexity
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Community
Students oriented to clean the oceans.
Analysis of an ill-defined
complex problem
Cesar Harada students, at the Hong Kong Harbour School, wanted to contribute to remove plastics from the ocean.
Modelling/Design (schema;
complexity reduction)
Challenge
Build a water-pro robot to sense and collect plastics.
Code and systems literacy (for programming and building a robot)
Prog
ramming
an
d mak
ing
the r
obot
Testi
ng an
d im
prov
emen
t
Solution
Computational thinking as a set of cognitive and metacognitive strategies engaged in the● analysis and modelling of (complex)
problem-situations, ● and the creation and test of digital system to
provide a creative solution to the problem-situation.
Complexity
Modelling/Design (schema;
complexity reduction)
Analysis of an ill-defined
complex problem
Prog
ramming
and c
reat
ing th
e arte
fact
Testi
ng an
d impr
ovem
ent
Romero & Lepage (2016); Romero (2016); Romero, Lepage & Lille (2016)
Should kids use technologies ?
Can technologies support
creative participation across the lifespan ?
@margaridaromero
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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
@margaridaromero
@margaridaromero
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Last but not least:
mind the gender gap
Research supported by
Thank you for your attention. All feedback welcome [email protected] ; @margaridaromero
#5c21 values
#Vibot the robot.
#5c21 guide
#5c21 competencies #5c21 assessment tool:
www.cocreatic.net
Studio #Vibot on Scratch#smarticitymaker #fabville /
#r2t2
w/ A. LepageDesign by Leslie Dumont
w/ V. Vallerand
w/ R. Kamga; B. Lille; JN Proulx
Illustrated by Loufane
w/ A. Roy
#CoCreaTIC
Invited research: S. Netto
Lead by M. Romero
Related projects: Silver Gaming @ACT, IMAGINE (w. G. Cucinelli, A-L. Davidson)
Annexes
@margaridaromero
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Techno-Creative activities
○ Critical thinking
○ Collaboration
○ Creativity
○ Problem solving
○ Computational
thinking
Romero (2016). Design : Dumont
#5c21
#5c21 competencies
Educational robotics
Creative programming
Digital game creation
Vibot the robot, a story introducing robotics and programming (Romero 2016, illustrated by Loufane)
#5c21 15 Co-Creative Activities for the 21st Century Kids (Romero & Vallerand)
Game-based Learning Across the Lifespan (Springer)
#CoCreaTIC publications
Handbook ‘Jeux numériques et apprentissages’
Creative programming with Scratch and #Vibot the robot
https://scratch.mit.edu/
Studio #Scratch de #Vibot: https://scratch.mit.edu/studios/1999251/
@margaridaromero
Orchestrating intergenerational creative programming workshops (II)
#Vibot the robot, an intergenerational book about programming and educational robotics. Available in French and English (paper and online).
@margaridaromero
Orchestrating intergenerational creative programming workshops (II)
#Vibot studio on #Scratch: https://scratch.mit.edu/studios/1999251/
Values and attitudes for interdisciplinary community-based challenges
Annexes
@margaridaromero
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@margaridaromero
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What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
● Amabile defined challenge as “arising from the intriguing nature of the problem itself or its importance to the organization” (1996, p. 232).
● Challenge is intrinsically driven.
● Humanistic approach of life, community and education that promotes positive relations, participation and collaboration.
● Empathy, care and goodwill actions towards the community.
● “The main tenet of design thinking is empathy for the people you’re trying to design for. Leadership is exactly the same thing – building empathy for the people that you’re entrusted to help”.– David Kelley, Founder of IDEO
● Empathy towards the needs of the community to define WITH the community the goal of the project.
Challenge
Community
Belonging, caring, contributing (cocreative
project), goodwilling
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Complexity Authenticity
DiversityEngagement
Creative activity
(socio/co/self)regulation
Identify, select, empathise and engage towards a problem to solve
Creative action-oriented empathy for a worthy problem or situation to improve or to solve (going beyond passive awareness or “likes”).
Challenge
#TEN2901
Cesar Harada students, at the Hong Kong Harbour School, wanted to contribute to remove plastics from the ocean.
#TEN2901
Cesar Harada students, at the Hong Kong Harbour School, wanted to contribute to remove plastics from the ocean.
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Design thinking approach Analysis, Definition
Programming
Ideation
MechanicsElectronics
Building
Prototype
Test
Programming, educational robotics, #makered
Challenge
Community
Diversity
Complexity
Empathy
Authenticity
Engagement
Creative activity
(socio/co/self) regulation
Values
Attitudes
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Design thinking approach
Challenge
Complexity
Values
Attitudes
Design is a way to tame complexity (Donald A. Norman)
Controlling complexity is the essence of computer programming. ― Brian W.
Kernighan
“Design = Navigating complexity with empathy” (@hellomedian)
Programming, educational robotics, #makered
"Why can't things be simple?" Why? Because life is complex." ― from "Living with Complexity (Normand)"
What kind of activities can engage learners in creative collaboration?
Interdisciplinary community-based challenges
Complexity
Complex problems Community-based challenges
Ill-defined problems
Authenticity
Diversity
Value and values: Worthy inquiry and creative project benefiting a
person, group or community
Culture
Knowledge
Competencies
Values
Recognize and value diversity; discuss
divergent values when required for the
challenge process.
Literatties
Languages
Patterns Narratives; storytelling
Game mechanics
Attitudes
Spaces
Activities
Engagement
Creative activity
(socio/co/self)regulation
Pratiques éducatives
(Réseau d’écoles associées)
Communauté élargie
Laboratoire d'Innovation et Numérique pour l'Éducation (LINE)
Recherche en éducation
Formation des enseignants
NumériqueInnovation
Form
atio
n à
la re
cher
che
L’innovation est facilité par la coprésence et la mise à disposition d’un espace de co-création participative. LINE pourrait disposer d’un laboratoire co-créatif dans un lieu physique alliant les caractéristiques d’un makerspace, d’un living lab et d’un open lab (Barma, Romero, & Deslandes, 2017; Capdevila, 2013; Mérindol et al. 2016).
Les « open labs » constituent un lieu et une démarche portés par des acteurs divers, en vue de renouveler les modalités d’innovation et de créationpar la mise en œuvre de processus collaboratifs et itératifs, ouverts et donnant lieu à une matérialisationphysique ou virtuelle
@margaridaromero
Learners as ICT co-creators(Participatory Knowledge Co-Creation)
Intergenerational techno-creativity
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@margaridaromero
https://vimeo.com/157339347
@margaridaromero
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@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
Romero (2016, in press)
#GC2020 Innovation Fair. Ottawa. April 2016.
#ACTproject#CoCreaTIC#eduJeux#5c21
@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).
@margaridaromero
Orchestrating intergenerational creative programming workshops (II)
#Vibot studio on #Scratch
@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
@margaridaromero
Handbook on Digital Game Design
Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens
Research supported by Ageing + Communication + Technology www.actproject.ca
Silver 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 !!
@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.
#SmartCityMaker, construction d’une ville avec des matériaux recyclés et des vehicules automates (robots Beebot, Cubelets, mBot, NXT).
Romero, Proulx, Kamga & Lille (TEN2901)
#SmartCityMaker, le restaurant tournant de l’hôtel Concorde avec LEGO WeDo 2.0
Romero (TEN2901)
Coopétition Zone01 à l’Université Laval, des défis de robotique pédagogique (primaire-recrues, junior, senior, WRO)
Vibot le robot, un conte d’introduction à la programmation et à la robotique
Vibot visite le MIT Media Lab
Premiers pas sur #Scratch .
Ouvrez le projet Scratch suivant:https://scratch.mit.edu/projects/121266593/#editor
Situation:Le chat Scratch voudrait savoir le nom des différents robots.Il s'approche d'eux et leur demande leur nom en leur envoyant le message 'DireNomDuRobot'.Votre défi est de programmer l'abeille pour qu'elle dise son nom (“Beebot”) quand elle reçoit le message 'DireNomDuRobot'.
Pas à suivre:Cliquez sur le ‘lutin/sprite’ de l’abeille en bas à gauche de l’écran. Sur la bibliothèque de code, sélectionnez dans la catégorie “Événements” et glissez-le sur l’espace de programmation. Ensuite cliquez sur “Apparence”, sélectionnez écrivez “Beebot” et collez cette ligne de code sous l’autre. Cliquez sur le drapeau vert pour tester votre programmation.
N’hésitez pas à demander de l’aide à vos
voisin.e.s de table!
Research supported by
[email protected] Associate professor of Educational Technology
Université Laval#CoCreaTIC leader
and Vibot the robot
From computing to computational thinking: Encouraging creative approaches to problem-solving across the curriculum
Feat. Scratch
@[email protected] Professor at ESPE NiceUniversité Nice Sophia AntipolisHead of the “Laboratoire d’Innovation et Numérique pour l’Éducation” (LINE)
#CoCreaTIC #5c21Techno-creative activities for the 21st century competencies
#VibotA story for the 7 to 107 years oldon robotics and programming
#Vibot#5c21
#CoCreaTIC