Étude de la littérature sur la créativité en sciences de l’éducation dan

Avec une année de retard, notre premier article sur la créativité a été publié dans la Revue des sciences de l’éducation de McGill : “Étude de la littérature sur la créativité en sciences de l’éducation dans les pays francophones”.

A consulter en ligne : https://mje.mcgill.ca/article/view/9800

Comment citer :
De Smet, C., Raileanu, M.-B., & Romero, M. (2021). Creativity within educational sciences in French speaking countries: A literature review. McGill Journal of Education / Revue Des Sciences De l’éducation De McGill55(3). Retrieved from https://mje.mcgill.ca/article/view/9800

La créativité dans le champ de l’enseignement et de la médiation: quels enjeux et quelles pistes de recherche?

Mi-mars 2021, Le Laboratoire d’Innovation et Numérique pour l’Éducation (LINE) a organisé, sous la direction de Magali Brunel, le colloque « La créativité dans le champ de l’enseignement et de la médiation : quels objets d’enseignement, quelles compétences, quels dispositifs ? ».

L’introduction du colloque, écrite par Magali Brunel et Cindy De Smet, a été publié sur Les Archives Ouvertes (HAL) :

La notion de créativité dans le champ des sciences de l’éducation et de la formation

Ce colloque est le premier colloque scientifique international du laboratoire LINE, il en constitue en quelque sorte une deuxième naissance, et pourra, nous l’espérons, contribuer à inscrire notre structure de recherche aux côtés d’autres groupes et laboratoires dans une orientation qui nous est commune, celle de la créativité comme objet de recherche du champ des sciences de l’éducation et de la formation. (lire la suite)

Conception d’activités technocréatives pour le développement d’une pédagogie créative

Dans cet article, Laurent Heiser et coll. décrivent le rôle que des médiations pédagogiques dites technocréatives peuvent jouer pour favoriser l’engagement des élèves dans le cadre d’une démarche de pédagogie créative. Nous présentons ces médiations pédagogiques en lien avec lenta notion d’expérience vécue dans le but d’enrichir leur conception. C’est en anticipant sur les ressources et le sens que les élèves vont leur attribuer que réside le potentiel de l’approche technocréative : leur capacité à appuyer le développement de l’esprit critique des élèves face aux dispositifs numériques qui les entourent.

Veuillez citer comme suit :

Heiser, L., Romero, M., De Smet, C. & Faller, C. (2020). Conception d’activités technocréatives pour le développement d’une pédagogie créative. Formation et profession28(2), 51–59. https://doi.org/10.18162/fp.2020.547

An Analysis for the Identification of Use and Development of Game Design Strategies as Problem Posing Activities for Early Childhood Learners

In this conference paper, George Kalmpourtzis et al. observe that examining and identifying the way that designers approach game design could support the improvement of game design curricula. The paper further explores how kids in the early childhood approach develop and apply game design strategies during participatory game design sessions. During a period of three months, eighteen kindergarten learners participated in game design sessions, creating their own games. The data analysis suggests that those learners applied different game design strategies than the ones they initially started using. The frequency and intensity of the use of those strategies also changed, showing patterns that indicate learners’ development in their use of game design strategies and add empirical evidence to the field of game design education. Additionally, the Game Design Strategies Analysis (GDSA) is presented, which elaborates on the different types of strategies encountered when designing games.

If you use the article, please cite as:

Kalmpourtzis G., Romero M., De Smet C., Veglis A. (2021) An Analysis for the Identification of Use and Development of Game Design Strategies as Problem Posing Activities for Early Childhood Learners. In: Auer M.E., Tsiatsos T. (eds) Internet of Things, Infrastructures and Mobile Applications. IMCL 2019. Advances in Intelligent Systems and Computing, vol 1192. Springer, Cham. https://doi.org/10.1007/978-3-030-49932-7_6

Assessment of Co-Creativity in the Process of Game Design

In this article (open access), Romero et al. consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research, participants of the co-creation activity are Malaysian students who were working in groups to design game-based learning resources for rural school children. After the co-creativity activity, the students were invited to answer the co-creativity scale, an adapted version of the Assessment Scale of Creative Collaboration (ASCC), combining both the co-creativity factors and learners’ experiences on their interests, and difficulties they faced during the co-creativity process. The preliminary results showed a high diversity on the participants’ attitudes towards collaboration, especially related to their preferences towards individual or collaborative work.

If you use the article, please cite as:

Romero, M., Arnab, S., De Smet, C., Mohamad, F.S., Abdelouma, S., Minoi, J-L. et Morini, L. (2019). Assessment of Co-Creativity in the Process of Game Design. The Electronic Journal of e-Learning, 17(3), pp. 199-206.

A game-based learning approach to teach mathematics to unaccompanied minors in Paris

In this conference paper, Iro Bartzia and Cindy De Smet discuss their experiences with a game-based learning approach to teach mathematics to unaccompanied minors.

Their conference paper discusses the conception and the realization of a serious game whose first objective is the discovery of different domains of mathematics by problem solving and the development of logical skills. The game was based on the escapED framework (by Sylvester Arnab et al.), and has been specifically designed for unaccompanied migrant children; in the sense that it takes into account cultural, linguistic and technological barriers, and targets (as a secondary objective) to decrease their sense of isolation and exclusion by including different cultural and geographical elements. Furthermore, all physical senses were represented to increase the motivation and implication of the players. This study describes two different iterations of a serious game; the second took place after evaluating the first one.

Please cite as: Bartzia, I.; De Smet, C. (2019). A Game-based learning approach to teach mathematics to unaccompanied minors in Paris. In: ICERI2019 Proceedings, pp. 5146-5155. ISBN: 978-84-09-14755-7

Étude exploratoire sur l’intégration des jeux dans l’apprentissage des élèves par les enseignants novices du secondaire.

Le but de notre recherche est d’identifier les pratiques et expériences d’enseignants novices sur l’intégration des jeux dans l’apprentissage des élèves.

Deux groupes de 30 enseignants en formation initiale pour le secondaire à l’ESPE de l’Académie de Nice ont suivi des cours sur les deux approches présentées ci-dessus. Ensuite, les enseignants ont utilisé l’apprentissage par le jeu durant leur stage en responsabilité en s’appuyant sur l’un des deux dispositifs.

Merci de citer comme : / Please cite as:

Cindy De Smet, Margarida Romero. Étude exploratoire sur l’intégration des jeux dans l’apprentissage des élèves par les enseignants novices du secondaire. LUDOVIA#15 : Innovations et Institutions autour du numérique éducatif, Aug 2018, Ax-les-Thermes, France. ⟨hal-02362142

Présentation de la conférence : drsmetty.beSlideshare
Résumé de conférence : drsmetty.beResearchgateLudomag

Differential impact of learning path based versus conventional instruction in science education

This article ‘Differential impact of learning path based versus conventional instruction in science education‘, analyzes the differential impact of the instructional formats on learning outcomes, considering variations in group setting and group composition. Given the focus on science learning, gender was also considered. Multilevel analysis was applied, and the results show empirical evidence for superior performance for both boys and girls in the learning path condition as compared with that in the conventional condition. In addition, when girls collaborate, they perform best within same-sex groups, whereas boys achieve better results in mixed-gender groups. The implications of the findings are important for tackling the gender gap in science learning. The findings can lead to guidelines for teachers who want to implement learning paths within an optimal learning environment design.

If you use the article, please cite as:

De Smet, C., De Wever, B., Schellens, T., & Valcke, M. (2016). Differential impact of learning path based versus conventional instruction in science education. Computers & Education, 99, 53-67.

A Qualitative Study on Learning and Teaching With Learning Paths in a Learning Management System

This article, ‘A Qualitative Study on Learning and Teaching With Learning Paths in a Learning Management System‘, presents the findings of a qualitative study (carried out between 2011 and 2013) about the adoption and implementation of learning paths within a Learning Management System (LMS). Sixteen secondary school biology teachers of the GO! Network in Flanders (an urbanized region in Belgium) were involved in the study and questioned via semi-structured interviews. Two research questions are addressed: (1) what are the perceived conditions at school and at teacher level affecting the use of learning paths? (2) how are these conditions related to the expected outcomes? Research results show teachers are satisfied with learning paths as an educational tool, but reflect mixed feelings as to the impact on student learning outcomes. Clear barriers are identified at the school and teacher level, thwarting the implementation of learning paths in secondary education. The availability of a reliable and accessible ICT infrastructure, the quality of technical and pedagogical support, teacher professional development and the mastery of teacher Information and Communication Technology competencies, among others, were found to be essential.

If you use the article, please cite as:

De Smet, C., Valcke, M., Schellens, T., De Wever, B., & Vanderlinde, R. (2016). A Qualitative Study on Learning and Teaching With Learning Paths in a Learning Management System. Journal of Social Science Education, 15(1), 27-37.

The design and implementation of learning paths in a learning management system

This article, ‘The design and implementation of learning paths in a learning management system’, investigates whether a particular design and implementation of learning paths has a beneficial impact on learning outcomes, and gender as a co-variables. It reports on the results of empirical research about using learning paths in a secondary education setting. The quasi-experimental study took place in the context of a biology course.  Twenty-nine different classes, involving 360 secondary school students, were selected at random to participate in particular research conditions of the study. All biology teachers (N = 8; 3 males, 5 females) teaching in the third grade of the six participating schools were willing to take part in the study. A 2 x 2 factorial research design was adopted. Learning activities (1) differed in design and (2) were either undertaken individually or collaboratively. Gender was considered as a critical co-variables given the focus on science learning. Multilevel analyses were applied to study the impact on learning outcomes according to the design of learning paths, the individual/collaborative setting, and the co-variables gender. The results were helpful to direct research about the design and implementation of learning paths in a secondary school setting.

If you use the article as published in Interactive Learning Environments (2014), please cite as:

De Smet, C., Schellens, T., De Wever, B., Brandt-Pomares, P., & Valcke, M. (2016). The design and implementation of learning paths in a learning management system. Interactive Learning Environments, 24(6), 1076-1096.