All Stories

  1. CHAPITRE 6 Enjeux citoyens de la formation à l’intelligence artificielle
  2. Study of divergent thinking and task performance in children with ADHD through a modular robotic task
  3. Pair Interactions and Emergent Roles in Problem-Solving with Modular Robotics in Primary Education
  4. From Consumption to Co-Creation: A Systematic Review of Six Levels of AI-Enhanced Creative Engagement in Education
  5. L’IA peut-elle nous dispenser de l’effort d’apprendre ?
  6. AI as a creative partner: a PRISMA review of AI’s role in supporting creativity in education
  7. Playful Modular Robotics Among Children in Kyiv Under Condition of War and Ukrainian Refugees
  8. Human-Centered Perspectives on Computational Thinking and Problem Solving in the Age of AI: How to Investigate the Changing Educational Landscapes?
  9. From Passive Learning to Co-Creativity: Six Levels of AI-Enhanced Creative Engagement in Education
  10. Encourager le développement des cultures régénératrices dans le domaine de l'éducation : une approche axée sur l'apprentissage expansif
  11. Enjeux citoyens de la formation à l’intelligence artificielle
  12. Unlocking Creativity: How Different Ages Solve Problems with Modular Robots (#Creacube task)
  13. Formative Interventions to Improve the Hand Hygiene Procedure in Your Emergency Department
  14. Experiencias de inteligencia artificial generativa y programación para la educación en la región de los Valles
  15. The effects of assessment instruction and test anxiety on divergent components of creative problem-solving tasks
  16. Recréer le territoire de l’école par la cocréation de maquettes
  17. Digital tests may be missing an opportunity to support student success: Exploring the effect of feedback during digital testing on student self-assessment and test anxiety management
  18. Creative Applications of Artificial Intelligence in Education
  19. Students’ Perspective on the Use of Artificial Intelligence in Education
  20. Creative Application of Artificial Intelligence in Education
  21. Generative Artificial Intelligence in Higher Education
  22. Digital Acculturation in the Era of Artificial Intelligence
  23. Affordances for AI-Enhanced Digital Game-Based Learning
  24. Citizenship, Censorship, and Democracy in the Age of Artificial Intelligence
  25. International Initiatives and Regional Ecosystems for Supporting Artificial Intelligence Acculturation
  26. Manifesto in Defence of Human-Centred Education in the Age of Artificial Intelligence
  27. Evaluating Playful Creative Problem Solving in Kyiv and Ukrainian Refugees in France
  28. Metacognition and self-regulated learning in a manipulative robotic problem-solving task
  29. Analysis of Creative Engagement in AI Tools in Education Based on the #PPai6 Framework
  30. Assessment of Divergent Thinking in a Social and Modular Robotics Task: An Edit Distance Approach at the Configuration Level
  31. We Have Problems! Analysis of Collaborative Problem Solving in an International Educational Robotics Challenge
  32. An affordance-based framework for the design and analysis of learning activities in playful educational robotics contexts
  33. Co-creativity in real-world problem solving in project-based learning in higher education
  34. L’activité de conception comme démarche créative pour la formation des enseignants à l’intégration du numérique dans l’activité d’enseignement-apprentissage
  35. Éditorial: Créativité, activités et éducation
  36. Analyse de l’agentivité transformatrice dans une activité de robotique pédagogique impliquant la résolution collaborative de problèmes
  37. Introduction to the Special Issue on GaLA Conf 2021
  38. Analysing an Interactive Problem-Solving Task Through the Lens of Double Stimulation
  39. Undergraduate Research in France
  40. Enquêter dans les métiers de l’humain
  41. Analysis of team-based cognitive-affective states in STEAM education
  42. Creative intention and persistence in educational robotic
  43. Analyse du processus de construction de connaissances dans des activités de programmation à l’école
  44. Grille de lecture de la compétence de résolution collaborative de problèmes dans le cadre des activités de robotique pédagogique
  45. The role of feedback and guidance as intervention methods to foster computational thinking in educational robotics learning activities for primary school
  46. Cultural historical activity theory, double stimulation, and conflicts of motives in education science: Where have we been? (2012-2021)
  47. Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
  48. Older Adults’ Activity on Creative Problem Solving with Modular Robotics
  49. Techno-creative Problem-Solving (TCPS) Framework for Transversal Epistemological and Didactical Positions: The Case Studies of CreaCube and the Tower of Hanoi
  50. Comment les récits peuvent-ils soutenir l’apprentissage de la programmation informatique ?
  51. Formalizing Problem Solving in Computational Thinking : an Ontology approach
  52. Why, What and How to Help Each Citizen to Understand Artificial Intelligence?
  53. Teachers’ Creative Behaviors in STEAM Activities With Modular Robotics
  54. Interactivity and materiality matter in creativity: educational robotics for the assessment of divergent thinking
  55. Impact of Team Climate on Co-Creativity in STEAM Education in Primary Education
  56. Games and Learning Alliance
  57. Questions à Margarida Romero et Éric Sanchez
  58. Apprendre en jouant
  59. SANCHEZ Éric & ROMERO Margarida. Apprendre en jouant
  60. Constructive alignment of learning mechanics and game mechanics in Serious Game design in Higher Education
  61. Poursuivre le programme ou assurer l’engagement? Analyse des critères de continuité pédagogique et des transformations pédagogiques et en contexte de pandémie
  62. Examining the Impact of an Interactive Storytelling Platform on Educational Contexts Through Contemporary Crowdsourcing Methods of Audiovisual Content Publishing
  63. Apprendre en jouant
  64. An Analysis for the Identification of Use and Development of Game Design Strategies as Problem Posing Activities for Early Childhood Learners
  65. Starting From Scratch After Tenure to Run a New Lab in France
  66. Group processes and creative components in a problem-solving task with modular robotics
  67. Macro-dissemination of Maker Cultures: 21st century competencies through an Ideaton
  68. Macro-diseminación de la cultura maker: promoviendo competencias del siglo XXI a través de un Ideatón
  69. Constructive Alignment in Game Design for Learning Activities in Higher Education
  70. From Individual Creativity to Team-Based Creativity
  71. Computers in Secondary Schools, Educational Games
  72. Artifactual Affordances in Playful Robotics
  73. Conception d’activités technocréatives pour le développement d’une pédagogie créative
  74. Game Mechanics Supporting a Learning and Playful Experience in Educational Escape Games
  75. Undergraduate Research in France
  76. Résoudre des problèmes d’interdépendance par la robotique
  77. Développer un rapport critique et techno-créatif au territoire par la création de maquettes de villes à l’école
  78. Computational thinking development and assessment through tabletop escape games
  79. Enjeux et perspectives de l’apprentissage avec des robots pédagogiques
  80. Assessment of Co‑Creativity in the Process of Game Design
  81. Analyser les apprentissages à partir des traces
  82. Multiculturalism and Technology-Enhanced Language Learning edited by Dara Tafazoli and Margarida Romero
  83. Usos pedagógicos de las TIC según la actividad creativa del discente
  84. CreaCube, a Playful Activity with Modular Robotics
  85. Analyzing Cognitive Flexibility in Older Adults Through Playing with Robotic Cubes
  86. Computers in Secondary Schools: Educational Games
  87. Applying Gradual Immersion Method to Chemistry: Identification of Chemical Bonds
  88. Emerging Scenarios to Enhance Creativity in Smart Cities Through STEAM Education and the Gradual Immersion Method
  89. La planification de séquences pédagogiques basées sur le jeu numérique
  90. Translating the ICAP Theory of Cognitive Engagement Into Practice
  91. Développer la pensée informatique pour démystifier l’intelligence artificielle
  92. Competencias del siglo XXI en proyectos co-tecnocreativos
  93. Intelligence artificielle et pensée humaine
  94. Aging with ICTs in the 21st century
  95. Territoire, apprentissages et cocréation
  96. Conceptions and Instructional Strategies of Pre-Service Teachers Towards Digital Game Based Learning Integration in the Primary Education Curriculum
  97. Characterizing Online Learners' Time Regulation
  98. 3 Starting From Scratch After Tenure to Run a New Lab in France
  99. Intergenerational Learning Through a Participatory Video Game Design Workshop
  100. Computational thinking development through creative programming in higher education
  101. Spanish Zimbardo Time Perspective Inventory Construction and Validity among Higher Education Students
  102. Internal and External Regulation to Support Knowledge Construction and Convergence in Computer Supported Collaborative Learning (CSCL)
  103. Introduction
  104. L’apprentissage dans un monde complexe
  105. Des projets de robotique pédagogique pour le développement des compétences du XXIe siècle
  106. La conception de défis technocréatifs
  107. La création pour favoriser l’apprentissage
  108. La créativité, au coeur des apprentissages
  109. Les attitudes et les valeurs pour une éducation cocréative
  110. Les compétences pour le XXIe siècle
  111. L’apprentissage de la programmation créative
  112. L’apprentissage par le jeu
  113. L’innovation éducative comme démarche d’amélioration continue
  114. Usages créatifs du numérique pour l'apprentissage au XXIe siècle
  115. Learning Mechanics and Game Mechanics Under the Perspective of Self-Determination Theory to Foster Motivation in Digital Game Based Learning
  116. A Scenario-Based Approach for Designing Educational Robotics Activities for Co-creative Problem Solving
  117. Design Requirements for Educational Robotics Activities for Sustaining Collaborative Problem Solving
  118. Game-Based Learning Across the Lifespan
  119. Multiculturalism and Technology-Enhanced Language Learning
  120. Intergenerational Techno-Creative Activities in a Library Fablab
  121. Corrigendum
  122. Expanding the Game Design Play and Experience Framework for Game-Based Lifelong Learning (GD-LLL-PE)
  123. Implementing Maker Spaces to Promote Cross-Generational Sharing and Learning
  124. Promoting Intergenerational Participation Through Game Creation Activities
  125. Analysis of Game and Learning Mechanics According to the Learning Theories
  126. Education, Technology and scientific boundaries -
  127. COCCIBOT: TRANSFORMING THE MBOT PEDAGOGICAL ROBOT TO BE USED FROM KINDERGARTEN TO SECONDARY SCHOOL
  128. EDUCATIONAL ROBOTICS: FROM PROCEDURAL LEARNING TO CO-CREATIVE PROJECT ORIENTED CHALLENGES WITH LEGO WEDO
  129. Conceptions and Instructional Strategies of Pre-Service Teachers towards Digital Game based Learning Integration in the Primary Education Curriculum
  130. Different levels of creative engagement in the use of Technology Enhanced Learning.
  131. De l’apprentissage procédural de la programmation à l’intégration interdisciplinaire de la programmation créative
  132. Digital Game Design as a Complex Learning Activity for Developing the 4Cs Skills: Communication, Collaboration, Creativity and Critical Thinking
  133. Game and Learning Mechanics Under the Perspective of Self-determination Theory for Supporting Motivation in Digital Game Based Learning
  134. Scaffolding Digital Game Design Activities Grouping Older Adults, Younger Adults and Teens
  135. Digital game creation as a creative learning activity
  136. A gamified collaborative course in entrepreneurship: Focus on objectives and tools
  137. Transposing freemium business model from casual games to serious games
  138. Teaching Pre-Service Teachers to Integrate Serious Games in the Primary Education Curriculum
  139. Work, Games and Lifelong Learning in the 21st Century
  140. Analysis and Modeling of Academia's Collaborative Decision Support System Based on Key Performance Indicators and Degree of Certainty
  141. Identifying Pedagogical Uses of Serious Games for Learning English as a Second Language
  142. Serious Games Opportunities for the Primary Education Curriculum in Quebec
  143. Serious games and the development of an entrepreneurial mindset in higher education engineering students
  144. Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?
  145. Polychronicity: review of the literature and a new configuration for the study of this hidden dimension of online learning
  146. The Temporal Perspective in Higher Education Learners: Comparisons between Online and Onsite Learning
  147. To rubric or not to rubric? The effects of self-assessment on self-regulation, performance and self-efficacy
  148. Individual and collaborative Performance and Level of Certainty in MetaVals
  149. Supporting Human Capital development with Serious Games: An analysis of three experiences
  150. Computer-Based Creative Collaboration in Online Learning
  151. Entrepreneurship Competence Assessment Through a Game Based Learning MOOC
  152. Quantitative Approach in Measuring Knowledge Convergence in Serious Games
  153. The Relationship between Group Awareness and Participation in a Computer-Supported Collaborative Environment
  154. Measuring the Commercial Outcomes of Serious Games in Companies – A Review
  155. The impact of a rubric and friendship on peer assessment: Effects on construct validity, performance, and perceptions of fairness and comfort
  156. Activity-led learning approach and group performance analysis using fuzzy rule-based classification model
  157. Desarrollo de las competencias de colaboración con el uso del Serious Game MetaVals
  158. How Sure Are You? Impact of the Degree of Certainty Shared Display in Collaborative Computer-Based Decision Making Task
  159. Serious Games Integration in an Entrepreneurship Massive Online Open Course (MOOC)
  160. Students' Time Perspective and Its Effects on Game Based Learning
  161. The Impact of Students’ Temporal Perspectives on Time-On-Task and Learning Performance in Game Based Learning
  162. A multiple psychological perspective of individual unlearning
  163. TECHNOLOGY ENHANCED LEARNING (TEL): STUDENT TAILORED PRACTICES IN ELEARNING
  164. STUDENTS TIME PERSPECTIVE AND ITS EFFECTS ON GAME BASED LEARNING
  165. Are online learners frustrated with collaborative learning experiences?
  166. Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL)
  167. The Use of the Collaboration Awareness Tool EUROCAT in Computer Supported Collaborative Learning
  168. Interdisciplinary and International Adaption and Personalization of the MetaVals Serious Games
  169. GEL: Exploring Game Enhanced Learning
  170. Hot Issues in Game Enhanced Learning: The GEL Viewpoint
  171. Measuring the Knowledge Convergence Process in the Collaborative Game MetaVals
  172. Designing a Course for Stimulating Entrepreneurship in Higher Education through Serious Games
  173. Learner Engagement in the use of Individual and Collaborative Serious Games
  174. Quality of e-learners’ time and learning performance beyond quantitative time-on-task
  175. Collaborative design of computer network using Activity-Led Learning approach
  176. Impact of the Feeling of Knowledge Explicitness in the Learners’ Participation and Performance in a Collaborative Game Based Learning Activity
  177. Personalised information retrieval through the use of a collaboration awareness tool, a chat and a forum tool in a computer supported collaborative learning task
  178. HCI Education to Support Collaborative e-Learning Systems Design
  179. La construcción colaborativa de conocimiento en las redes de comunicación asíncrona y escrita (RCAE): una revisión de los instrumentos analíticos
  180. Metacognition on the Educational Social Software
  181. Educational Social Software for Context-Aware Learning
  182. Metacognition on the Educational Social Software
  183. Social Software as Tools for Pedagogical Transformation
  184. Time Awareness Tool for enhancing group times' coordination in the virtual workspace
  185. Effects of a context awareness tool on students' cognition of their team-mates learning time in a distance learning project activity
  186. Revising the Framework of Knowledge Ecologies
  187. Harnessing Web 2.0 for Context-Aware Learning
  188. Use of Social Software in Education
  189. Web 2.0 and Learning
  190. Characterizing Online Learners’ Time Regulation
  191. E-Learning
  192. E-Learning
  193. Metacognition on the Educational Social Software
  194. Time Factor Assessment in Game-Based Learning
  195. Time Factor Assessment in Game-Based Learning
  196. Time Factor in the Curriculum Integration of Game-Based Learning
  197. Introduction
  198. Lʹapprentissage dans un monde complexe
  199. Les compétences pour le XXIe siècle
  200. La créativité, au cœur des apprentissages
  201. Lʹapprentissage de la programmation créative
  202. Lʹinnovation éducative comme démarche dʹamélioration continue
  203. Lʹapprentissage par le jeu
  204. Les attitudes et les valeurs pour une éducation cocréative:
  205. Des projets de robotique pédagogique pour le développement des compétences du XXIe siècle
  206. La conception de défis technocréatifs
  207. La création pour favoriser lʹapprentissage: