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Digital Gaming for Co-Creativity in Learning : Theory-Framed Co-Design with School Communities

Digital Gaming for Co-Creativity in Learning : Theory-Framed Co-Design with School Communities. Pavlos Koulouris pkoulouris@ea.gr Ellinogeremaniki Agogi www.ea.gr. www.ea.gr. Envisioning and co-designing educational future. Co-design. Co-design. Co-design. Iterative co-design.

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Digital Gaming for Co-Creativity in Learning : Theory-Framed Co-Design with School Communities

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  1. Digital Gaming for Co-Creativity in Learning:Theory-Framed Co-Design with School Communities Pavlos Koulouris pkoulouris@ea.gr EllinogeremanikiAgogiwww.ea.gr

  2. www.ea.gr

  3. Envisioning and co-designing educational future

  4. Co-design

  5. Co-design

  6. Co-design

  7. Iterative co-design

  8. Iterative co-design

  9. www.c2learn.eu

  10. The flow of things in C2Learn

  11. Wise Humanising Creativity (WHC) • Creative Emotional Reasoning (CER) • how co-creativity of children and young people can be fostered in formal and informal learning settings Operationalised: • CER Techniques • Learning Design • Co-creativity assessment methodology

  12. Four elements of C2Learn practice • A. Co-creative Thinking • B. Social Engagement • C. Ethics and Impact Awareness • D. Wider Picture of Change

  13. Co-creative Thinking, integrating Possibility Thinking and Creative Emotional Reasoning: • Possibility Thinking: Learners come up with new ideas through asking ‘what if’ and ‘as if’ questions. This enables them to shift from ‘what is’ to new possibilities of ‘what might be’. • Creative Emotional Reasoning: Learners come up with new ideas through the use of disruptive techniques for semantic, diagrammatic and emotive lateral thinking, resulting in re-framing. • Social Engagement: Learners think individually as well as mainly collaboratively and also communally, in an immersive, collaborative pedagogical environment defined by flattened hierarchies enabling dialogue. • Ethics and Impact Awareness: Through dialogue, learners evaluate novelty (the originality inherent in ideas, actions, and outcomes) for its ethical impact, generating or selecting and enacting ideas because they matter to the community and have a valuable impact on it. • Wider Picture of Change: Over time, cyclical developments between creativity and identity occur. Learners enable change and reflect on change in longer periods of co-creative activity.

  14. C2Space • GamefulSocial Environment • Presents from C2Assistants • Badges for Playing • Awards from Teachers and Peers

  15. The C2Learn games • 4Scribes: story-telling in single sessions • Constellations: story-telling across multiple sessions • Alive Maps: making diagrams representing structures, concepts, etc • Iconoscope: making icons representing concepts

  16. C2Learn fun • ‘Teased by the machine!’ • Creative Stories: creative writing • C2Create: creative drawing

  17. The C2Learn background AI technologies • Further empowering learners as creators and creative thinkers • Integrated into the playful experiences • Help make the thinking processes even more playful and more challenging • Help the system (and the teacher) ‘understand’ and adapt to learners during their playful digital experiences.

  18. Creative Emotional Reasoning (CER) tools • Drawing from the field of knowledge acquisition and representation (information extraction, text and graph analysis, domain modelling, adaptive dialogue systems) • Mixed-initiative procedural content generation (MI-PCG) • The learner and the computer co-create content for the playful digital experience

  19. Co-design with school communities Educational scenarios

  20. Follow us! www.c2learn.eu

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