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ITECC@IDC2013

xffc vd
by

Michail Giannakos

on 19 June 2013

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Transcript of ITECC@IDC2013

By analyzing children’s responses, the content analysis procedures led us to the conclusion that the creative development activities:
Raise
awareness
for technology,
Make the
experience
more intense,
Invite children to
explore
boundaries,
Increase
collaboration
and the exchange of views and ideas

Intention to Participate in a creative learning activity is positively strongly related with the Usefulness and Easiness of the activity and not with the Enjoyment and the Satisfaction derived from that activity.
Conclusions
We followed the method described by Glaser & Strauss, 1967

After the transcription of the interviews we proceeded with a content analysis.
First all the responses are being read and coding important keywords until categories emerged from similar codes.
Data Analysis
The aim of this study is to:

Investigate what motivates children to participate on software and hardware intensive activities.
Research Question
The high importance of creating a felicitous, creative and collaborative environments to facilitate learning

Current technologies allow a more active, physical engagement and support novel and collaborative interactions
Motivation
To increase the interest, engagement, and participation in CS numerous approaches and projects have been initiated, including:

CS Unplugged
Alice
Scratch
Greenfoot
Related Work
Results
Michail N. Giannakos, Letizia Jaccheri and Ioannis Leftheriotis
Norwegian University of Science and Technology (NTNU) & Ionian University

Our Toys: Towards an Enriched Artifacts Activity for Supporting Creative Learning
Questions ?
Thanks for listening!
Contact: michail.giannakos@idi.ntnu.no
By analyzing students’ responses, the content analysis procedures lead us to the fact that the content can be organized into three main categories:
Raise
awareness
for technology
Make the
experience
more intense
Invite children to
explore
boundaries
Increase
collaboration
and the exchange of views and ideas.
Example of Students Comments
The Program of the Second Activity
a) Intention to Participate,
b) Enjoyment,
c) Satisfaction,
d) Usefulness,
e) Easiness
Data Collection
Create the physical characters

S4A tutorial, learn how to control Arduino, sensors, and motors

Make Scratch programs which animate the physical characters with S4A and Arduino boards

When students have completed their artworks; they gave them names and they presented them to the other teams
Data Analysis and Results
Knowledge which is acquired under compulsion obtains no hold on the mind
"Plato, The Republic, Book VII"
Creativity assists children to generate innovative ideas and possibilities that may be useful in solving problems and promotes collaboration with others and entrainment
Full transcript