Aarhus Universitets segl

Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’

Publikation: Bidrag til bog/antologi/rapport/proceedingForord/efterskriftForskningpeer review

Standard

Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’. / Giannakos, Michail N.; Divitini, Monica; Iversen, Ole Sejer.

Entertainment Computing. 2017. s. 143-144 (Entertainment Computing; Nr. January 2017, Bind 18).

Publikation: Bidrag til bog/antologi/rapport/proceedingForord/efterskriftForskningpeer review

Harvard

Giannakos, MN, Divitini, M & Iversen, OS 2017, Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’. i Entertainment Computing. Entertainment Computing, nr. January 2017, bind 18, s. 143-144. https://doi.org/10.1016/j.entcom.2016.11.001

APA

Giannakos, M. N., Divitini, M., & Iversen, O. S. (2017). Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’. I Entertainment Computing (s. 143-144). Entertainment Computing Bind 18 Nr. January 2017 https://doi.org/10.1016/j.entcom.2016.11.001

CBE

Giannakos MN, Divitini M, Iversen OS. 2017. Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’. I Entertainment Computing. s. 143-144. (Entertainment Computing; Nr. January 2017, Bind 18). https://doi.org/10.1016/j.entcom.2016.11.001

MLA

Giannakos, Michail N., Monica Divitini, og Ole Sejer Iversen "Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’". Entertainment Computing. (Entertainment Computing; Journal nr. January 2017, Bind 18). 2017, 143-144. https://doi.org/10.1016/j.entcom.2016.11.001

Vancouver

Giannakos MN, Divitini M, Iversen OS. Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’. I Entertainment Computing. 2017. s. 143-144. (Entertainment Computing; Nr. January 2017, Bind 18). Epub 2016 nov. 25. doi: 10.1016/j.entcom.2016.11.001

Author

Giannakos, Michail N. ; Divitini, Monica ; Iversen, Ole Sejer. / Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’. Entertainment Computing. 2017. s. 143-144 (Entertainment Computing; Nr. January 2017, Bind 18).

Bibtex

@inbook{b11e6c3e7bd84e28bd972ae2ef127aec,
title = "Introduction for the Special issue on {\textquoteleft}Maker technologies to foster engagement and creativity in learning{\textquoteright}",
abstract = "Making is a relatively new concept applied to describe the increasing attention on constructing activities to enable entertaining, engaging and efficient learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities like problem solving, design thinking, collaboration, and innovation, to mention few. Contemporary technical and infrastructural developments, like Hackerspaces, Makerspaces, TechShops, FabLabs and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive programming languages; posit making as a very promising research area to support the learning processes, especially towards the acquisition of 21st Century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand and improve the value of making and the role of the various digital and physical spaces. Drawing from our experience with the recent workshop of making as a pathway to foster joyful engagement and creativity in learning (Make2Learn), we present the state-of-the-art developments as well as the four selected contributions of this special issue. The paper further draws attention to the great potential and need for research in the area of making to enable entertaining, engaging and efficient learning.",
author = "Giannakos, {Michail N.} and Monica Divitini and Iversen, {Ole Sejer}",
year = "2017",
doi = "10.1016/j.entcom.2016.11.001",
language = "English",
series = "Entertainment Computing",
publisher = "Elsevier Ltd",
number = "January 2017",
pages = "143--144",
booktitle = "Entertainment Computing",

}

RIS

TY - GEN

T1 - Introduction for the Special issue on ‘Maker technologies to foster engagement and creativity in learning’

AU - Giannakos, Michail N.

AU - Divitini, Monica

AU - Iversen, Ole Sejer

PY - 2017

Y1 - 2017

N2 - Making is a relatively new concept applied to describe the increasing attention on constructing activities to enable entertaining, engaging and efficient learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities like problem solving, design thinking, collaboration, and innovation, to mention few. Contemporary technical and infrastructural developments, like Hackerspaces, Makerspaces, TechShops, FabLabs and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive programming languages; posit making as a very promising research area to support the learning processes, especially towards the acquisition of 21st Century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand and improve the value of making and the role of the various digital and physical spaces. Drawing from our experience with the recent workshop of making as a pathway to foster joyful engagement and creativity in learning (Make2Learn), we present the state-of-the-art developments as well as the four selected contributions of this special issue. The paper further draws attention to the great potential and need for research in the area of making to enable entertaining, engaging and efficient learning.

AB - Making is a relatively new concept applied to describe the increasing attention on constructing activities to enable entertaining, engaging and efficient learning. Making focuses on the process that occurs in digital and/or physical spaces that is not always learning oriented, but enables qualities like problem solving, design thinking, collaboration, and innovation, to mention few. Contemporary technical and infrastructural developments, like Hackerspaces, Makerspaces, TechShops, FabLabs and the appearance of tools such as wearable computing, robotics, 3D printing, microprocessors, and intuitive programming languages; posit making as a very promising research area to support the learning processes, especially towards the acquisition of 21st Century learning competences. Collecting learning evidence via rigorous multidimensional and multidisciplinary case studies will allow us to better understand and improve the value of making and the role of the various digital and physical spaces. Drawing from our experience with the recent workshop of making as a pathway to foster joyful engagement and creativity in learning (Make2Learn), we present the state-of-the-art developments as well as the four selected contributions of this special issue. The paper further draws attention to the great potential and need for research in the area of making to enable entertaining, engaging and efficient learning.

U2 - 10.1016/j.entcom.2016.11.001

DO - 10.1016/j.entcom.2016.11.001

M3 - Preface/postscript

T3 - Entertainment Computing

SP - 143

EP - 144

BT - Entertainment Computing

ER -