TY - GEN
T1 - Making as a Pathway to Foster Joyful Engagement and Creativity in Learning
AU - Giannakos, Michail N.
AU - Divitini, Monica
AU - Iversen, Ole Sejer
AU - Koulouris, Pavlos
PY - 2015
Y1 - 2015
N2 - The International Workshop of Making as a Pathway to Foster Joyful Engagement and Creativity in Learning (Make2Learn) aims to discuss the introduction of creative and joyful production of artifacts in the learning processes. A variety of environments have been developed by researchers to introduce making principles to young students. Making principles enable them foster co-creativity and joy in learning processes and construct knowledge. By involving students in the design decisions they begin to develop technological fluency and the needed competences, in a joyful way. Make2Learn aims to bring together international researchers, educators, designers, and makers for the exploration of making principles towards the acquisition of 21st Century learning competences, by employing the state of the art aspects of entertainment technologies, new media, gaming, robotics, toys and applications. The main objective is to build a research community around this topical area. In particular, Make2Learn aims to develop a critical discussion about the well-established practices and entertainment technologies of the maker movement, and expected outcomes of putting them into practice under different spaces such as Hackers-paces, Makerspaces, TechShops, FabLabs etc. This will allow us to better understand and improve the value of Maker philosophy and the role of entertainment technologies to support teaching and learning.
AB - The International Workshop of Making as a Pathway to Foster Joyful Engagement and Creativity in Learning (Make2Learn) aims to discuss the introduction of creative and joyful production of artifacts in the learning processes. A variety of environments have been developed by researchers to introduce making principles to young students. Making principles enable them foster co-creativity and joy in learning processes and construct knowledge. By involving students in the design decisions they begin to develop technological fluency and the needed competences, in a joyful way. Make2Learn aims to bring together international researchers, educators, designers, and makers for the exploration of making principles towards the acquisition of 21st Century learning competences, by employing the state of the art aspects of entertainment technologies, new media, gaming, robotics, toys and applications. The main objective is to build a research community around this topical area. In particular, Make2Learn aims to develop a critical discussion about the well-established practices and entertainment technologies of the maker movement, and expected outcomes of putting them into practice under different spaces such as Hackers-paces, Makerspaces, TechShops, FabLabs etc. This will allow us to better understand and improve the value of Maker philosophy and the role of entertainment technologies to support teaching and learning.
KW - Maker movement
KW - entertainment technologies
KW - creativity
KW - knowledge construction
KW - technological fluency
KW - constructionist
U2 - 10.1007/978-3-319-24589-8_58
DO - 10.1007/978-3-319-24589-8_58
M3 - Article in proceedings
SN - 978-3-319-24588-1
T3 - Lecture Notes in Computer Science
SP - 566
EP - 570
BT - ENTERTAINMENT COMPUTING - ICEC 2015
A2 - Chorianopoulos, K
A2 - Divitini, M
A2 - Hauge, JB
A2 - Jaccheri, L
A2 - Malaka, R
PB - Springer
T2 - 14th International Conference on Entertainment Computing (ICEC)
Y2 - 29 September 2015 through 2 October 2015
ER -