Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem

Petros Lameras, T. Tsiatsos, P. Petridis, D. Tolis, F. Liarokapis, D. Anastasiadou, A. Protopsaltis, Maurice Hendrix, Sylvester Arnab

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

2 Citations (Scopus)
230 Downloads (Pure)

Abstract

Based on an unprecedented need of stimulating creative capacities towards entrepreneurship to university students and young researchers, this paper introduces and analyses a smart learning ecosystem for encouraging teaching and learning on creative thinking as a distinct feature to be taught and learnt in universities. The paper introduces a mashed-up authoring architecture for designing lesson-plans and games with visual learning mechanics for creativity learning. The design process is facilitated by creativity pathways discerned across components. Participatory learning, networking and capacity building is a key aspect of the architecture, extending the learning experience and context from the classroom to outdoor (coauthoring of creative pathways by students, teachers and real-world entrepreneurs) and personal spaces. We anticipate that the smart learning ecosystem will be empirically evaluated and validated in future iterations for exploring the benefits of using games for enhancing creative mindsets, unlocking the imagination that lies within, practiced and transferred to multiple academic tribes and territories.
Original languageEnglish
Title of host publication2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)
PublisherIEEE
Pages348-352
ISBN (Print)9781467382441
DOIs
Publication statusPublished - 2015
Event2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL) - Mediterranean Palace Hotel, Thessaloniki, Greece
Duration: 19 Nov 201520 Nov 2015
http://imcl-conference.org/imcl2015/

Conference

Conference2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)
CountryGreece
CityThessaloniki
Period19/11/1520/11/15
Internet address

Bibliographical note

© 2015 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.

Keywords

  • Creativity
  • disruptive mobile games
  • creative
  • mindsets
  • entrepreneurship
  • higher education
  • problem-based
  • learning

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  • Cite this

    Lameras, P., Tsiatsos, T., Petridis, P., Tolis, D., Liarokapis, F., Anastasiadou, D., ... Arnab, S. (2015). Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem. In 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL) (pp. 348-352). IEEE. https://doi.org/10.1109/IMCTL.2015.7359617