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.
|Title of host publication||2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)|
|Publication status||Published - 2015|
|Event||2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL) - Mediterranean Palace Hotel, Thessaloniki, Greece|
Duration: 19 Nov 2015 → 20 Nov 2015
|Conference||2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)|
|Period||19/11/15 → 20/11/15|
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- disruptive mobile games
- higher education