All Stories

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