Abstract
Original language | English |
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Pages (from-to) | 348-352 |
Journal | 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL) |
DOIs | |
Publication status | Published - 2015 |
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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
Cite this
Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem. / Lameras, Petros; Tsiatsos, T.; Petridis, P.; Tolis, D.; Liarokapis, F.; Anastasiadou, D.; Protopsaltis, A.; Hendrix, Maurice; Arnab, Sylvester.
In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), 2015, p. 348-352.Research output: Contribution to journal › Article
}
TY - JOUR
T1 - Creative Thinking Experimentations for Entrepreneurship with A Disruptive, Personalised and Mobile Game-based Learning Ecosystem
AU - Lameras, Petros
AU - Tsiatsos, T.
AU - Petridis, P.
AU - Tolis, D.
AU - Liarokapis, F.
AU - Anastasiadou, D.
AU - Protopsaltis, A.
AU - Hendrix, Maurice
AU - Arnab, Sylvester
N1 - © 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.
PY - 2015
Y1 - 2015
N2 - 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.
AB - 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.
KW - Creativity
KW - disruptive mobile games
KW - creative
KW - mindsets
KW - entrepreneurship
KW - higher education
KW - problem-based
KW - learning
U2 - 10.1109/IMCTL.2015.7359617
DO - 10.1109/IMCTL.2015.7359617
M3 - Article
SP - 348
EP - 352
JO - 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)
JF - 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)
ER -