LAMERAS, Petros, Thrasyvoulos TSIATSOS, Panagiotis PETRIDIS, Dimitris TOLIS, Fotis LIAROKAPIS, Despina ANASTASIADOU, Aristidis PROTOPSALTIS, Maurice HENDRIX a Sylvester ARNAB. Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem. Online. In Proc of the 9th Int'l Conference on Interactive Mobile and Communication Technologies and Learning 2015 (IMCL 2015), Special Session: Mobile Serious Games for Creativity, Cognition and Innovation in Education. Thessaloniki: IEEE Computer Society, 2015, s. 348-352. ISBN 978-1-4673-8243-4. Dostupné z: https://dx.doi.org/10.1109/IMCTL.2015.7359617.
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Základní údaje
Originální název Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem
Autoři LAMERAS, Petros (300 Řecko), Thrasyvoulos TSIATSOS (300 Řecko), Panagiotis PETRIDIS (300 Řecko), Dimitris TOLIS (300 Řecko), Fotis LIAROKAPIS (300 Řecko, domácí), Despina ANASTASIADOU (300 Řecko), Aristidis PROTOPSALTIS (300 Řecko), Maurice HENDRIX (826 Velká Británie a Severní Irsko) a Sylvester ARNAB (826 Velká Británie a Severní Irsko).
Vydání Thessaloniki, Proc of the 9th Int'l Conference on Interactive Mobile and Communication Technologies and Learning 2015 (IMCL 2015), Special Session: Mobile Serious Games for Creativity, Cognition and Innovation in Education, od s. 348-352, 5 s. 2015.
Nakladatel IEEE Computer Society
Další údaje
Originální jazyk angličtina
Typ výsledku Stať ve sborníku
Obor 10201 Computer sciences, information science, bioinformatics
Stát vydavatele Spojené státy
Utajení není předmětem státního či obchodního tajemství
Forma vydání elektronická verze "online"
WWW URL
Kód RIV RIV/00216224:14330/15:00086191
Organizační jednotka Fakulta informatiky
ISBN 978-1-4673-8243-4
Doi http://dx.doi.org/10.1109/IMCTL.2015.7359617
Klíčová slova anglicky Creative mindsets; Creativity; Disruptive mobile games; Entrepreneurship; Higher education; Problem-based learning
Příznaky Mezinárodní význam, Recenzováno
Změnil Změnil: RNDr. Pavel Šmerk, Ph.D., učo 3880. Změněno: 3. 5. 2016 16:57.
Anotace
Based on an unprecedented need of stimulating creative capacities towards entrepreneurship to university students and young researchers, this paper introduces and analyses a smart learning ecosystem for encouraging teaching and learning on creative thinking as a distinct feature to be taught and learnt in universities. The paper introduces a mashed-up authoring architecture for designing lesson-plans and games with visual learning mechanics for creativity learning. The design process is facilitated by creativity pathways discerned across components. Participatory learning, networking and capacity building is a key aspect of the architecture, extending the learning experience and context from the classroom to outdoor (co-authoring of creative pathways by students, teachers and real-world entrepreneurs) and personal spaces. We anticipate that the smart learning ecosystem will be empirically evaluated and validated in future iterations for exploring the benefits of using games for enhancing creative mindsets, unlocking the imagination that lies within, practiced and transferred to multiple academic tribes and territories.
VytisknoutZobrazeno: 12. 10. 2024 01:17