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. ISBN: 978-84-09-14755-7

Numérique et éducation … vous avez dit #CreaSmartEdtech ?

Un article dans Le Monde à propos du programme SmartEdTech de l’Université Côte d’Azur. Cette formation est développée au sein d’un mode d’apprentissage mixte combinant des cours en ligne (90%) et deux semaines intensives à Nice, France (Octobre et Avril).

Merci de citer comme : / Please cite as:

Ciussi, M., Colombier, N., Lefèvre, S.-C., Yastrebova-Otmanine, I., Romero, M., De Smet, C., & Viéville, T. (2018). Numérique et éducation… vous avez dit# CreaSmartEdtech? Blog Binaire LeMonde.

http://binaire.blog.lemonde.fr/2018/07/27/vous-avez-dit-creasmartedtech/