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Prof @margaridaRomero margarida.romero@unice.fr
Lab director @fabline06 #Nice06 @uca_research
Attitudes in Maker Education :
from trust to tolerance to ambiguity
Barma, S., Romero, M., & Deslandes, R. (2017). Implementing Maker Spaces to Promote Cross-Generational
Sharing and Learning. In Game-Based Learning Across the Lifespan (p. 65–78). Springer.
Cucinelli, G., Davidson, A.-L., Romero, M., & Matheson, T. (2018). Intergenerational Learning Through a
Participatory Video Game Design Workshop. Journal of Intergenerational Relationships, 16(1‑2), 146–165.
Lille, B., & Romero, M. (2017). Creativity assessment in the context of maker-based projects. Design and
Technology Education: an International Journal, 22(3), 32–47.
Prof @margaridaRomero margarida.romero@unice.fr
Lab director @fabline06 #Nice06 @uca_research
#VibotLeRobot with @KidsCoding
MsC SmartEdTech Co-director
(online + 2 intensive weeks in #Nice06)
Associate professor
Université Laval
LINE Research lab director.
Université Côte d’Azur
(@fabline06 @uca_research)
#5c21
Romero(2016).Design:Dumont
Cognitive
flexibility
Tolerance to
ambiguity
Trust
1
LINE research lab
in #Nice06
You’re welcome !
#Nice06 is Nice !
You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education
at @UCA_research (Université Côté d’Azur)
Our lab and colleagues are also Nice !
Work hard, play hard
(Aarssen & Crime, 2016)
7
You’re welcome to
@fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education
at @UCA_research (Université Côté d’Azur)
Our lab and colleagues are also Nice !
Work hard, play hard !
5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
Citizens as ICT consumers
(Interactive ICT usage)
=» Limits:
Representativity,
Obsolescence
Citizens as ICT
co-creators
(Participatory Knowledge
Co-Creation)
Intergenerational
techno-creativity
Src:CultOfMac.com
Src:Ladieslearningcode.com
Is not about the technology (nor its intentions) but about its actual
participatory creative use.
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.
#5c21
5 competencies for
the 21st century!
Romero(2016).Design:Dumont
WhaT Are Our StRatEGiEs iN
coLlABorATivE ProBlEM soLvINg?
CreaCube activity,
engages the player in a
playful challenge to
evaluate his/her creative
problem-solving skills.
CreaCube, a playful activity to evaluate creative problem solving.
CreaCube task objective:
Create an autonomous vehicle reaching the finish point.
2
Co-creative
problem solving
factors
ANR #CreaMaker
Co-creativity, attitudes and age model
Co-creativity
Same-age team (15 to 19 years)
Same-age team (19 to 29 years)
Same-age team (30 to 59 years)
Same-age team (60 to 79 years)
Intergenerational teams
Error tolerance
Tolerance to
ambiguity
Risk taking
ANR #CreaMaker Project
PhD (3 years)
PostDoc (2 years)
https://creamaker.wordpress.com/
Cocreativity and problem solving in #makered.
The project focus on the study of co-creativity
in maker education activities such the
CreaCube task (problem solving analysis
through modular robotics).
ANR #CreaMaker
Creativity as a collaborative and context-related process
Henriksen, Mishra and Fisser (2016) suggest that “creativity emerges and
exists within a system, rather than only at the level of individual processes”
(p. 27).
The #CreaMaker project is situated within this systematic and collaborative
approach of creativity in the context of maker education. Creativity will be
considered within a system in which technology could be leverage for the
creative process (Henriksen et al., 2016).
The maker movement culture is based on sharing, giving, participating and
supporting a joint activity towards a creative solution (Blikstein, 2018). Maker
education could facilitate intergenerational learning by reuniting participants
from different ages and backgrounds in a co-creative process (Barma,
Romero, et al., 2017).
ANR #CreaMaker
Research Question: How does co-creativity develop through a
maker-based project in same-age and intergenerational groups?
Four age groups are considered for the study: high-school learners (15 to
18), undergraduate young adults (19 to 29), adult learners (30 to 59), and
older adults (60 to 79).
H1: intergenerational teams will be more
creative than same-age teams in a novelty
ill-defined task.
In same-age teams, we expect participants to show a higher level of
co-creativity at younger ages than in later life (H2: younger same-age
teams are more co-creative than adults and older same-age teams) and
observe different levels of creativity development through a maker-based
project depending on participants’ error tolerance (H3), tolerance to
ambiguity (H4) and risk taking when engaging into creative actions (H5).
2
Humanistic and
participatory
values
#CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
Let’S
coCrEaTE
tHe fUTurE !
WhaT fUTurE For Our KIdS?
Individuals are competent in their diversity of talents,
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!coLlECtiVElY inCOmPetENtS!
Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
Individuals are competent in their diversity of tale
Sometimes we’re competent AS a team
… but definitely
coLlECtiVElY inCOmPetENtS!
coLlECtiVElY inCOmPetENtS!
#CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
Let’S
coCrEaTE
tHe fUTurE !
3
Attitudes in co-creative
problem solving
Kid
Young adult
Adult
Senior
ANR #CreaMaker
Attitudes in co-creative problem solving
In individual settings, adults feels more evaluation pressure than in team
settings.
In individual settings, adults engage an important amount of time in
ego-preservation strategies before, during and after the task.
5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
Thanks you and welcome to #Nice06
Margarida.Romero@unice.fr
@margaridaromero
ORCID : http://orcid.org/0000-0003-3356-8121
Google Scholar 3xyaF5oAAAAJ
http://unice.fr/laboratoires/line/
http://Researchgate.net/lab/Laboratoire-dInnovation-et-Numerique-pour-lEducation/
https://twitter.com/fabline06
https://www.facebook.com/fabline06/
4
Three
intergenerational
MakerEd and Game
Based Learning
activities to develop
the #5c21
@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/9
783319417950
@SpringerEdu
book on LLL GBL
#5c21
5 competencies for
the 21st century!
Romero(2016).Design:Dumont
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: scripting intergen game creation.
Senior participants (50+)
Acting as Narrative directors,
sharing a life experience
related to the Social Sciences
curriculum.
Younger learners
acting 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
@margaridaromero
Src:Ladieslearningcode.com
Intergenerational creative programming
https://scratch.mit.edu/projects/79072590/#editor
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 1: Ice-breaking roles.
@margaridaromero
https://vimeo.com/157339347
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 2: Intergen-Creativity.
@margaridaromero
Orchestrating intergenerational creative programming
workshops. Strategy 3: Storytelling
From storytime to coding time
De 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
In Vibot the robot,
granny ADA is the most tech-savvy member of the family !
@margaridaromero
Orchestrating intergenerational creative programming
workshops (II)
#Vibot studio on #Scratch
Take home message:
5th and 6th April 2019 #Nice06 @fabLINE06
Intergenerational playful robotics
Usages créatifs du numérique en éducation
(Activités d’apprentissage techno-créatives)Apprentissagesintergénérationnels
La robotique,
4ème révolution
industrielle
Classe
créative
Résolution de
problèmes
Pensée
informatique
Collaboration
Créativité
Pensée critique
Société Éducation
Robotique pédagogique
Apprentissage de la
programmation
Création de jeux numériques
Fabrication numérique (maker)
Pédagogie
créative
#5c21
Compétences 21e siècle
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
#CoCreaTIC #5C21 Educational values :
Humanistic and participatory (intergenerational codesign
and cocreation of solutions for the society)
#Vibot the robot, an intergenerational book
about programming and educational
robotics. Available in French and English
(paper and online).
@margaridaromero
In Vibot the robot,
granny ADA is the most tech-savvy member of the family !
.
#SmartCityMaker @BeauboisFab
#smartCityMaker du cours TEN 2901 #ulaval
.
#SmartCityMaker #ULAVAL @ESPE_Nice

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20181119 Attitudes in #makered @mmakerfaire @act_concordia @margaridaromero

  • 1. Prof @margaridaRomero margarida.romero@unice.fr Lab director @fabline06 #Nice06 @uca_research Attitudes in Maker Education : from trust to tolerance to ambiguity Barma, S., Romero, M., & Deslandes, R. (2017). Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning. In Game-Based Learning Across the Lifespan (p. 65–78). Springer. Cucinelli, G., Davidson, A.-L., Romero, M., & Matheson, T. (2018). Intergenerational Learning Through a Participatory Video Game Design Workshop. Journal of Intergenerational Relationships, 16(1‑2), 146–165. Lille, B., & Romero, M. (2017). Creativity assessment in the context of maker-based projects. Design and Technology Education: an International Journal, 22(3), 32–47.
  • 2. Prof @margaridaRomero margarida.romero@unice.fr Lab director @fabline06 #Nice06 @uca_research #VibotLeRobot with @KidsCoding MsC SmartEdTech Co-director (online + 2 intensive weeks in #Nice06) Associate professor Université Laval LINE Research lab director. Université Côte d’Azur (@fabline06 @uca_research)
  • 6. You’re welcome to @fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education at @UCA_research (Université Côté d’Azur) Our lab and colleagues are also Nice !
  • 7. Work hard, play hard (Aarssen & Crime, 2016) 7 You’re welcome to @fabLINE06 (Laboratoire d’Innovation et Numérique pour l’Education at @UCA_research (Université Côté d’Azur) Our lab and colleagues are also Nice ! Work hard, play hard !
  • 8. 5th and 6th April 2019 #Nice06 @fabLINE06 Intergenerational playful robotics
  • 9. Citizens as ICT consumers (Interactive ICT usage) =» Limits: Representativity, Obsolescence Citizens as ICT co-creators (Participatory Knowledge Co-Creation) Intergenerational techno-creativity Src:CultOfMac.com Src:Ladieslearningcode.com Is not about the technology (nor its intentions) but about its actual participatory creative use.
  • 10. 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.
  • 11. #5c21 5 competencies for the 21st century! Romero(2016).Design:Dumont
  • 12. WhaT Are Our StRatEGiEs iN coLlABorATivE ProBlEM soLvINg?
  • 13. CreaCube activity, engages the player in a playful challenge to evaluate his/her creative problem-solving skills. CreaCube, a playful activity to evaluate creative problem solving. CreaCube task objective: Create an autonomous vehicle reaching the finish point.
  • 15. ANR #CreaMaker Co-creativity, attitudes and age model Co-creativity Same-age team (15 to 19 years) Same-age team (19 to 29 years) Same-age team (30 to 59 years) Same-age team (60 to 79 years) Intergenerational teams Error tolerance Tolerance to ambiguity Risk taking
  • 16. ANR #CreaMaker Project PhD (3 years) PostDoc (2 years) https://creamaker.wordpress.com/ Cocreativity and problem solving in #makered. The project focus on the study of co-creativity in maker education activities such the CreaCube task (problem solving analysis through modular robotics).
  • 17. ANR #CreaMaker Creativity as a collaborative and context-related process Henriksen, Mishra and Fisser (2016) suggest that “creativity emerges and exists within a system, rather than only at the level of individual processes” (p. 27). The #CreaMaker project is situated within this systematic and collaborative approach of creativity in the context of maker education. Creativity will be considered within a system in which technology could be leverage for the creative process (Henriksen et al., 2016). The maker movement culture is based on sharing, giving, participating and supporting a joint activity towards a creative solution (Blikstein, 2018). Maker education could facilitate intergenerational learning by reuniting participants from different ages and backgrounds in a co-creative process (Barma, Romero, et al., 2017).
  • 18. ANR #CreaMaker Research Question: How does co-creativity develop through a maker-based project in same-age and intergenerational groups? Four age groups are considered for the study: high-school learners (15 to 18), undergraduate young adults (19 to 29), adult learners (30 to 59), and older adults (60 to 79). H1: intergenerational teams will be more creative than same-age teams in a novelty ill-defined task. In same-age teams, we expect participants to show a higher level of co-creativity at younger ages than in later life (H2: younger same-age teams are more co-creative than adults and older same-age teams) and observe different levels of creativity development through a maker-based project depending on participants’ error tolerance (H3), tolerance to ambiguity (H4) and risk taking when engaging into creative actions (H5).
  • 20. #CoCreaTIC #5C21 Educational values : Humanistic and participatory (intergenerational codesign and cocreation of solutions for the society) Let’S coCrEaTE tHe fUTurE ! WhaT fUTurE For Our KIdS?
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  • 24. Individuals are competent in their diversity of talents, Sometimes we’re competent AS a team … but definitely coLlECtiVElY inCOmPetENtS!coLlECtiVElY inCOmPetENtS!
  • 25. Individuals are competent in their diversity of tale Sometimes we’re competent AS a team … but definitely coLlECtiVElY inCOmPetENtS! coLlECtiVElY inCOmPetENtS!
  • 26. Individuals are competent in their diversity of tale Sometimes we’re competent AS a team … but definitely coLlECtiVElY inCOmPetENtS! coLlECtiVElY inCOmPetENtS!
  • 27. #CoCreaTIC #5C21 Educational values : Humanistic and participatory (intergenerational codesign and cocreation of solutions for the society) Let’S coCrEaTE tHe fUTurE !
  • 30. ANR #CreaMaker Attitudes in co-creative problem solving In individual settings, adults feels more evaluation pressure than in team settings. In individual settings, adults engage an important amount of time in ego-preservation strategies before, during and after the task.
  • 31. 5th and 6th April 2019 #Nice06 @fabLINE06 Intergenerational playful robotics
  • 32. Thanks you and welcome to #Nice06 Margarida.Romero@unice.fr @margaridaromero ORCID : http://orcid.org/0000-0003-3356-8121 Google Scholar 3xyaF5oAAAAJ http://unice.fr/laboratoires/line/ http://Researchgate.net/lab/Laboratoire-dInnovation-et-Numerique-pour-lEducation/ https://twitter.com/fabline06 https://www.facebook.com/fabline06/
  • 33. 4 Three intergenerational MakerEd and Game Based Learning activities to develop the #5c21
  • 34. @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/9 783319417950 @SpringerEdu book on LLL GBL
  • 35. #5c21 5 competencies for the 21st century! Romero(2016).Design:Dumont
  • 36. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: scripting intergen game creation. Senior participants (50+) Acting as Narrative directors, sharing a life experience related to the Social Sciences curriculum. Younger learners acting 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
  • 38. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 1: Ice-breaking roles.
  • 40. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 41. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 2: Intergen-Creativity.
  • 42. @margaridaromero Orchestrating intergenerational creative programming workshops. Strategy 3: Storytelling From storytime to coding time De 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).
  • 43. @margaridaromero In Vibot the robot, granny ADA is the most tech-savvy member of the family !
  • 44. @margaridaromero Orchestrating intergenerational creative programming workshops (II) #Vibot studio on #Scratch
  • 45. Take home message: 5th and 6th April 2019 #Nice06 @fabLINE06 Intergenerational playful robotics
  • 46. Usages créatifs du numérique en éducation (Activités d’apprentissage techno-créatives)Apprentissagesintergénérationnels La robotique, 4ème révolution industrielle Classe créative Résolution de problèmes Pensée informatique Collaboration Créativité Pensée critique Société Éducation Robotique pédagogique Apprentissage de la programmation Création de jeux numériques Fabrication numérique (maker) Pédagogie créative #5c21 Compétences 21e siècle
  • 47. 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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  • 49. @margaridaromero #CoCreaTIC #5C21 Educational values : Humanistic and participatory (intergenerational codesign and cocreation of solutions for the society) #Vibot the robot, an intergenerational book about programming and educational robotics. Available in French and English (paper and online).
  • 50. @margaridaromero In Vibot the robot, granny ADA is the most tech-savvy member of the family !
  • 52. #smartCityMaker du cours TEN 2901 #ulaval . #SmartCityMaker #ULAVAL @ESPE_Nice