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@inproceedings{1332274, author = {Lameras, Petros and Tsiatsos, Thrasyvoulos and Petridis, Panagiotis and Tolis, Dimitris and Liarokapis, Fotis and Anastasiadou, Despina and Protopsaltis, Aristidis and Hendrix, Maurice and Arnab, Sylvester}, address = {Thessaloniki}, booktitle = {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}, doi = {http://dx.doi.org/10.1109/IMCTL.2015.7359617}, keywords = {Creative mindsets; Creativity; Disruptive mobile games; Entrepreneurship; Higher education; Problem-based learning}, howpublished = {elektronická verze "online"}, language = {eng}, location = {Thessaloniki}, isbn = {978-1-4673-8243-4}, pages = {348-352}, publisher = {IEEE Computer Society}, title = {Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem}, url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7359617&tag=1}, year = {2015} }
TY - JOUR ID - 1332274 AU - Lameras, Petros - Tsiatsos, Thrasyvoulos - Petridis, Panagiotis - Tolis, Dimitris - Liarokapis, Fotis - Anastasiadou, Despina - Protopsaltis, Aristidis - Hendrix, Maurice - Arnab, Sylvester PY - 2015 TI - Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem PB - IEEE Computer Society CY - Thessaloniki SN - 9781467382434 KW - Creative mindsets KW - Creativity KW - Disruptive mobile games KW - Entrepreneurship KW - Higher education KW - Problem-based learning UR - http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7359617&tag=1 N2 - 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. ER -
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 \textit{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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