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 language | English |
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Title of host publication | 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL) |
Publisher | IEEE |
Pages | 348-352 |
ISBN (Print) | 9781467382441 |
DOIs | |
Publication status | Published - 2015 |
Event | 15th International Conference on Interactive Mobile Communication Technologies and Learning: Smart Mobile Communication & Artificial Intelligence - Porto Palace Hotel, Thessaloniki, Greece Duration: 9 Nov 2023 → 10 Nov 2023 Conference number: 1211 https://imcl-conference.org/current/ https://www.imcl-conference.org/current/ http://imcl-conference.org/imcl2015/ |
Conference
Conference | 15th International Conference on Interactive Mobile Communication Technologies and Learning |
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Abbreviated title | IMCL2023 |
Country/Territory | Greece |
City | Thessaloniki |
Period | 9/11/23 → 10/11/23 |
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