Prof. Sylvester Arnab, DMLL
Prof. Margarida Romero, Université Côte d’Azur, France
Dr. Jacey-Lynn Minoi, Universiti Malaysia Sarawak
Dr. Fitri Mohamad, Universiti Malaysia Sarawak
Dr. Luca Morini, DMLL
Hands on – Samantha Clarke, Oliver Wood
The event will touch on creativity and co-creativity through the medium of play and games and the design process of such activities. Game and play design should tap into our own experiences to enable a more holistic approach for designing new learning activities for our learners. And learners can have a deeper and a more collaborative learning experience through the process of creating and co-creating. Case studies will include the management of the co-creative process and evaluation at the Université Côte d’Azur (keynote from Professor Margarida Romero) and the engagement with teachers and learners at rural schools in Malaysia via the Newton-Funded CreativeCulture project (http://myCapsule.my). The event will also have optional hands-on workshops on playful activities
This event is co-hosted by the CreativeCulture project, which is a spin-off initiative from the GameChangers programme (http://gamify.org.uk).
KEYNOTE: Professor Margarida Romero
How we can support (and evaluate) co-creativity in the process of co-designing games and STEM artefacts?
The participatory game design approaches have spread in the last years (Arnab et al, 2017; Cucinelli, Davidson, Romero, & Matheson, 2018). More recently, STEM education has become also a popular in the schools worldwide and has engaged learners of different ages in the co-design and co-development of artefacts combining the DIY approaches with engineering and arts. Within these two trends, the teachers supporting these activities in formal education context faces different challenges in terms of learning spaces, activities design and orchestration, and moreover, the (formative) evaluation of these co-creative processes.
In this talk, we start discussing the current challenges in the support of evaluation of the co-creativity in the process of co-designing games and STEM artefacts. Then, we introduce the co-creativity assessment scale and the #5c21 framework we have developed to support teachers in the management of the co-creativity process and evaluation.
Professor Margarida Romero
Margarida Romero is research director of the Laboratoire d’Innovation et Numérique pour l’Éducation (LINE), a research lab in the field of Technology Enhanced Learning (TEL). Full professor at Université Côte d’Azur (France) and associate professor at Université Laval (Canada). Her research is oriented towards the inclusive, humanistic and creative uses of technologies (co-design, game design and robotics) for the development of creativity, problem solving, collaboration and computational thinking.
What are the benefits?
Discussions into the practice, research and development of creativity and co-creativity through play and games, which will include practical insights into the different initiatives that are adaptable and adoptable.
Who should attend?
Anyone interested in innovative approaches to teaching and learning, the design of research-informed learning experiences, educational games and toys, playful learning or interaction design.