40,932 research outputs found

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Capturing creativity using digital video

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    This paper evaluates the use of a creative learning activity in which postgraduate student teachers were required to collaboratively make short digital videos. The purpose was for student teachers to experience and evaluate a meaningful learning activity and to consider how they might reconstruct such an activity within their own teaching practice in their placement schools. Within UK primary schools (children aged 4 to 11 years) there is currently an increasing focus on creativity within teaching and learning and a desire to use ICT to enhance learning. This led the teacher educator in this case study to introduce a learning activity in which students created a short advert using digital video. The nature of creativity is considered, as is the collaborative element that frequently forms an element of creative learning activities. This collaboration was an integral element of the digital video activity. An existing framework of ‘meaningful learning’ is used to inform the analysis of the students’ responses to the learning activity. Student responses show that they valued the experience and developed a desire to use digital video in their own classroom practice on school placements. The combination of positive student responses, the collaborative nature of the activity and the scope for it to support meaningful learning make digital video a powerful tool for supporting creative teaching and learning

    Conceptual Model to Enhance Creativity of the Batik Industry

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    Creative industry are defined as industry derived from the use utilization of creativity, skills and individual talents of individual to create wealth and generate employment by producing and exploiting individual creativity. Creative industry’s contribution to National GDP is equal to 7.8% at 2002-2008. Batik industry is one of the creative industry are included in the crafts sector. The purpose of this research is to develop a conceptual model to enhance creativity batik industry. This conceptual model was built based on four aspect, namely Press, Person, Process, and Product (4P). Press or creative organizational climate will stimulate the development of creative human resources (person) and creative process (process). The interaction between the creative process (process) with the creative human resources will produce a creative product(product). Creative products is the real object that can represent creativity

    Creativity Training for Future Engineers: Preliminary Results from an Educative Experience

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    Due in part to the increased pace of cultural and environmental change, as well as increased competition due to globalization, innovation is become one of the primary concerns of the 21st century. We present an academic course designed to develop cognitive abilities related to creativity within an engineering education context, based on a conceptual framework rooted in cognitive sciences. The course was held at \'Ecole Polytechnique de Montr\'eal (\'EPM), a world renowned engineering school and a pillar in Canada's engineering community. The course was offered twice in the 2014-2015 academic year and more than 30 students from the graduate and undergraduate programs participated. The course incorporated ten pedagogical strategies, including serious games, an observation book, individual and group projects, etc., that were expected to facilitate the development of cognitive abilities related to creativity such as encoding, and associative analytical thinking. The CEDA (Creative Engineering Design Assessment) test was used to measure the students' creativity at the beginning and at the end of the course. Field notes were taken after each of the 15 three-hour sessions to qualitatively document the educative intervention along the semester and students gave anonymous written feedback after completing the last session. Quantitative and qualitative results suggest that an increase in creativity is possible to obtain with a course designed to development cognitive abilities related to creativity. Also, students appreciated the course, found it relevant, and made important, meaningful learnings regarding the creative process, its cognitive mechanism and the approaches available to increase it.Comment: 10 page

    Toward a collective intelligence recommender system for education

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    The development of Information and Communication Technology (ICT), have revolutionized the world and have moved us into the information age, however the access and handling of this large amount of information is causing valuable time losses. Teachers in Higher Education especially use the Internet as a tool to consult materials and content for the development of the subjects. The internet has very broad services, and sometimes it is difficult for users to find the contents in an easy and fast way. This problem is increasing at the time, causing that students spend a lot of time in search information rather than in synthesis, analysis and construction of new knowledge. In this context, several questions have emerged: Is it possible to design learning activities that allow us to value the information search and to encourage collective participation?. What are the conditions that an ICT tool that supports a process of information search has to have to optimize the student's time and learning? This article presents the use and application of a Recommender System (RS) designed on paradigms of Collective Intelligence (CI). The RS designed encourages the collective learning and the authentic participation of the students. The research combines the literature study with the analysis of the ICT tools that have emerged in the field of the CI and RS. Also, Design-Based Research (DBR) was used to compile and summarize collective intelligence approaches and filtering techniques reported in the literature in Higher Education as well as to incrementally improving the tool. Several are the benefits that have been evidenced as a result of the exploratory study carried out. Among them the following stand out: • It improves student motivation, as it helps you discover new content of interest in an easy way. • It saves time in the search and classification of teaching material of interest. • It fosters specialized reading, inspires competence as a means of learning. • It gives the teacher the ability to generate reports of trends and behaviors of their students, real-time assessment of the quality of learning material. The authors consider that the use of ICT tools that combine the paradigms of the CI and RS presented in this work, are a tool that improves the construction of student knowledge and motivates their collective development in cyberspace, in addition, the model of Filltering Contents used supports the design of models and strategies of collective intelligence in Higher Education.Postprint (author's final draft

    Co-creativity through play and game design thinking

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