All Stories

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