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Computational environments supporting creativity in the context of lifelong learning and design

Gerhard Fischer, Kumiyo Nakakoji
1997 Knowledge-Based Systems  
Rather than studying individual creativity in isolation, we have developed a conceptual framework of creativity in the context of everyday practice -where design activities prevail and learning is constantly  ...  We use an example from the domain of multimedia information design to illustrate how creativity is supported by domain-oriented design environments.  ...  ACKNOWLEDGEMENTS We would like to thank the members of L3D (LifeLong Learning and Design) Center at University of Colorado at Boulder, and the members of eMMa project.  ... 
doi:10.1016/s0950-7051(97)00010-5 fatcat:jh536cfjj5ecjjjoa5umokopy4

Innovative Pedagogies for Family and Consumer Science/Home Economics Education-Utilizing Computer-Based Collaborative Learning to Foster Lifelong Learning Attributes

Ada Ma, Donna Pendergast
2010 Family and Consumer Sciences Research Journal  
The use of Information and Computer Technologies as a medium to achieve this goal is an important consideration in this context, particularly given their proliferation and the trend toward pedagogical  ...  As we near the end of the first decade of the 21st century, the development in students of the attributes of lifelong learning is recognized internationally as a common goal of education systems.  ...  on their experiences in the context of feedback and intra and intergroup discussion NOTE: CSCL = computer-supported collaborative learning. how computer-supported environments enhance the collaborative  ... 
doi:10.1111/j.1552-3934.2009.00018.x fatcat:5wpfbbwk2zhzjfostxr73xxdoy


2006 Research and Practice in Technology Enhanced Learning  
It defines conceptual frameworks and it describes four innovative computational environments: (1) domain-oriented design environments , (2) critiquing systems, (3) the Envisionment and Discovery Collaboratory  ...  Although society often thinks of creative individuals as working in isolation, learning and creativity result in large part from interaction and collaboration with other individuals.  ...  Acknowledgments The authors thank the members of the Center for LifeLong Learning & Design (L 3 D), who have contributed to the conceptual frameworks and sociotechnical environments described in this paper  ... 
doi:10.1142/s1793206806000020 fatcat:ube6b4gizrfb7gko67fpz2fsdu

Lifelong Learning and its Support with New Media: Cultural Concerns [chapter]

G. Fischer
2001 International Encyclopedia of the Social & Behavioral Sciences  
These new spaces and structures must support individuals, groups, and organizations who will engage in and experience them as innovators and risk takers, and will use their creativity and imagination to  ...  It creates the challenge to understand, explore, and support new dimensions of learning such as: (1) self-directed learning, (2) learning on demand, (3) informal learning, and (4) organizational learning  ...  Acknowledgments The author would like to thank the members of the Center for LifeLong Learning & Design (L 3 D) and the Institute of Cognitive Science at the University of Colorado, who have made major  ... 
doi:10.1016/b0-08-043076-7/04675-1 fatcat:2rbms2wfg5gdpmq4w7bgvd5nmm

From renaissance scholars to renaissance communities: Learning and education in the 21st century

Gerhard Fischer
2013 2013 International Conference on Collaboration Technologies and Systems (CTS)  
Our research at the Center for Lifelong Learning & Design (L3D) over the past two decades has been focused on creating a new understanding of learning, new media, and new learning organizations.  ...  environments;  how the unique potential of computational media impacts and transforms learning by transcending "giftwrapping" and "technology-centered" approaches; and  how new learning organizations  ...  Lifelong Learning & Design (L3D) at CU Boulder (  ... 
doi:10.1109/cts.2013.6567198 dblp:conf/cts/Fischer13 fatcat:vlfjmc7orjhajlxts2xvncpr4q

Cultures of Participation and Social Computing: Rethinking and Reinventing Learning and Education

Gerhard Fischer
2009 2009 Ninth IEEE International Conference on Advanced Learning Technologies  
Our research in the Center for LifeLong Learning & Design (L3D) explores theoretical foundations such as meta-design and social creativity and designs, develops, and assesses sociotechnical environments  ...  The rise in social computing (based on social production and mass collaboration) has facilitated a shift from consumer cultures grounded in an industrialized information economy (specialized in producing  ...  Acknowledgments The author thanks the members of the Center for LifeLong Learning & Design at the University of Colorado, who have made major contributions to the ideas described in this paper.  ... 
doi:10.1109/icalt.2009.207 dblp:conf/icalt/Fischer09 fatcat:6isjjjmefba63ao7v34sydpfmq

Innovative socio-technical environments in support of distributed intelligence and lifelong learning

G. Fischer, S. Konomi
2007 Journal of Computer Assisted Learning  
between planning and situated action, context awareness, human attention, distances in collaborative design activities, and the trade-off between tools for living and tools for learning.  ...  Media have helped us to transcend boundaries in thinking, working, learning and collaborating by supporting distributed intelligence.  ...  Acknowledgements The authors thank the members of the Center for Life-Long Learning and Design (L 3 D) who have contributed to the conceptual frameworks and socio-technical environments described in this  ... 
doi:10.1111/j.1365-2729.2007.00238.x fatcat:uvhofifp7rcj3ivjiufwhdolbq

Beyond binary choices: Understanding and exploiting trade-offs to enhance creativity

Gerhard Fischer
2006 First Monday  
It briefly describes some of the socio-technical environments that we have developed to enhance creativity in specific contexts.  ...  This paper illustrates some of the major trade-offs related to design and creativity that we have explored in our research over the last ten years, including prescriptive and permissive environments, individual  ...  The research was supported by (1) the National Science Foundation, grants (a) REC-0106976 'Social Creativity and Meta-Design in Lifelong Learning Communities,' and (b) CCR-0204277 'A Social-Technical Approach  ... 
doi:10.5210/fm.v11i4.1323 fatcat:gmjvnoaizzdmfc4ds2l46n3m6m

The design of personal mobile technologies for lifelong learning

Mike Sharples
2000 Computers & Education  
We set out a theory of lifelong learning mediated by technology and indicate how it can provide requirements for the software, hardware, communications and interface design of a handheld learning resource  ...  This paper sets out a framework for the design of a new genre of educational technology: personal (handheld or wearable) computer systems that support learning from any location throughout a lifetime.  ...  Acknowledgements My thanks are due to Daniel Corlett, Jon Mangnall, Colin Murdoch, Jan Nicholls, Gavin Phillips, and Oliver Westmancott, the students who carried out the group design project.  ... 
doi:10.1016/s0360-1315(99)00044-5 fatcat:njtdohfnjvbi5iogpfr6zbegha

Supporting Creative Design Processes for the Support of Creative Mathematical Thinking - Capitalising on Cultivating Synergies between Math Education and Environmental Education

Chronis Kynigos, Maria Daskolia
2014 Proceedings of the 6th International Conference on Computer Supported Education  
The Mathematical Creativity Squared (MC 2 ) project aims to address this twofold problem in the following ways: (a) by designing and developing a new genre of technological environment for the design of  ...  creative design of CMT resources in collectives of educational designers stemming from diverse professional and educational domains.  ...  This publication reflects only the authors' views and Union is not liable for any use that may be made of the information contained therein.  ... 
doi:10.5220/0004965603420347 dblp:conf/csedu/KynigosD14 fatcat:tmdesca3djb5lfyhqlyqq4qfxa

Reports of the 2013 AAAI Spring Symposium Series

Vita Markman, Georgi Stojanov, Bipin Indurkhya, Takashi Kido, Keiki Takadama, George Konidaris, Eric Eaton, Naohiro Matsumura, Renate Fruchter, Donald Sofge, William Lawless, Omid Madani (+1 others)
2013 The AI Magazine  
AI II, Lifelong Machine Learning, Shikakeology: Designing Triggers for Behavior Change, Trust and Autonomous Systems, and Weakly Supervised Learning from Multimedia.  ...  The titles of the eight symposia were Analyzing Microtext, Creativity and (Early) Cognitive Development, Data Driven Wellness: From Self-Tracking to Behavior Change, Designing Intelligent Robots: Reintegrating  ...  How to incorporate the effect of social context and norms in creativity? How to incorporate play and playlike activities in education to foster creativity?  ... 
doi:10.1609/aimag.v34i3.2493 fatcat:j3buoljgpjddrm46sxu4do64tu

Teaching digital skills to future teachers: a distance workshop experience

Floriana Falcinelli, Caterina Moscetti
2021 Research on Education and Media  
The programmed animations and video games were in direct connection with the Lifelong Kindergarten of the Massachusetts Institute of Technology (MIT) in Boston, where Scratch was created.  ...  The highly innovative aspects concerned both the proposed contents and the dimension of interaction and collaboration as entirely developed in online environments.  ...  Integration of different platforms and learning environments The workshop on coding and teaching responded to the inspiring principles of creative learning theorised by Mitchel Resnick of the Lifelong  ... 
doi:10.2478/rem-2021-0007 fatcat:gkmux5ah4vfnngnltggplaq4e4


ZAMFIR Andreea
2010 Annals of the University of Oradea: Economic Science  
Education and implicitly educational services become extremely important in the context of the knowledge-based society.  ...  Therefore, this study investigates the trends in delivering services identified through research of literature, as well as based on personal experience in providing educational services.  ...  and collaborate using a variety of digital environments and media in order to support individual learning and contribute to the learning of others (ISTE, 2007) .  ... 
doaj:9baca0e1b888470ea12bddf670bb9b52 fatcat:6rn4yehow5dcdec6ibbnnzmhxe

Higher Education—Educating for Higher Order Skills

Rachel Or-Bach
2013 Creative Education  
Cognitive skills should be practiced in a context of some content, but the choice of content, the choice of the learning environment, and the choice of the assessment procedures can enhance the development  ...  The title of the course is "Design of computer-based games and interactive stories" and it is provided to students with no prior exposure to computer programming.  ...  Games and Learning The use of computer games for learning is widely advocated. games constitute potentially powerful learning environments for a number of reasons (Oblinger, 2004) : 1) they can support  ... 
doi:10.4236/ce.2013.47a2004 fatcat:i6cgeplct5axdamtrq2rmwiu3i

AI Grand Challenges for Education

Beverly Park Woolf, H. Chad Lane, Vinay K. Chaudhri, Janet L. Kolodner
2013 The AI Magazine  
; and (5) lifelong and life-wide learning.  ...  Personalized learning is described using computational tools that enhance student and group experience, reflection, and analysis, and supply data for development of novel theory development.  ...  Thus students learn science in the context of trying to achieve design challenges.  ... 
doi:10.1609/aimag.v34i4.2490 fatcat:trxpwhdczvbfldgw3vvqfu7vre
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