The CreativeCulture project, an extension of the main GameChangers initiative, has enabled us to work with our project partner, UNIMAS and three rural schools in Malaysia. Funded by the Newton-Ungku Omar fund (via AHRC and MoHE), approaches developed within the initiative, such as Remixing Play into a GamePlan and others have been adapted and adopted by the Malaysian project partner and their stakeholders.
As described in my last post, “It was such a humbling experience working with the schools and community in a the remote Long Lamai Village in Borneo Malaysia. The potential of co-creativity inspired by play and games has been realised there, where teachers were able to remix existing games and create new games for teaching and learning STEM”
As part of the project, we are organising a short event (Creative Play for Learning) that will be looking at co-creativity, showcasing some findings and lessons learnt from the project. We are excited that Prof Margarida Romero from the Université Côte d’Azur will be with us to talk about her work on the management of the co-creative process and evaluation, which will be relevant for anyone who is working on creative processes.
Her bio and talk abstact:
Margarida Romero, short bio
Margarida Romero is research director of the Laboratoire d’Innovation et Numérique pour l’Éducation (LINE), a research lab in the field of Technology Enhanced Learning (TEL). Full professor at Université Côte d’Azur (France) and associate professor at Université Laval (Canada). Her research is oriented towards the inclusive, humanistic and creative uses of technologies (co-design, game design and robotics) for the development of creativity, problem solving, collaboration and computational thinking.
How we can support (and evaluate) co-creativity in the process of co-designing games and STEM artefacts?
The participatory game design approaches have spread in the last years (Arnab et al, 2017; Cucinelli, Davidson, Romero, & Matheson, 2018). More recently, STEM education has become also a popular in the schools worldwide and has engaged learners of different ages in the co-design and co-development of artefacts combining the DIY approaches with engineering and arts. Within these two trends, the teachers supporting these activities in formal education context faces different challenges in terms of learning spaces, activities design and orchestration, and moreover, the (formative) evaluation of these co-creative processes.
In this talk, we start discussing the current challenges in the support of evaluation of the co-creativity in the process of co-designing games and STEM artefacts. Then, we introduce the co-creativity assessment scale and the #5c21 framework we have developed to support teachers in the management of the co-creativity process and evaluation.
The Malaysian team will also showcase the project’s outcomes, which will hopefully inspire us to go beyond creativity and co-creativity within a formal setting into the realms of social innovation.
If you are interested to join us you can email email@example.com . If you are a staff at Coventry University, you can register via the training and development website (as part of personal development).
Video of our last site visit in Malaysia, also posted in my previous post: