Margarida RomeroInternational University of Catalonia | UIC · Department of Education
Margarida Romero
Professor
Human Robot Interaction, Creative Problem Solving, Technology Enhanced Learning, Educational robotics
About
408
Publications
279,603
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Introduction
Margarida Romero is an associate professor at Universitat Internacional de Catalunya and full professor at Université Côte d´Azur. After starting her career at the Universitat Autonoma de Barcelona, where she was awarded the best doctoral thesis in psychology, she continued her career in Canada and France. Her research focuses on the study of transversal competencies, particularly in relation to computational thinking and creative problem-solving.
Additional affiliations
Education
October 2005 - January 2010
October 2005 - January 2010
Publications
Publications (408)
Digital games open new opportunities for engaging people from different ages and backgrounds in ludic activities. Sometimes, digital games are just played with players as the sole objective. In other cases, the game experience is combined with some other intentional purposes such as lifelong learning. We designate the use of digital games for Lifel...
Creative and problem-solving competencies are part of the so-called twenty-first century skills. The creative use of digital technologies to solve problems is also related to computational thinking as a set of cognitive and metacognitive strategies in which the learner is engaged in an active design and creation process and mobilized computational...
Problem-solving activities have been studied from a diversity of epistemological perspectives. In problem-solving activities, the initial tensions of a problematic situation led to a cognitive dissonance between conflicting motives and instruments to reach the activity goal. We analyze problem-solving in the continuation of Sannino and Laitinen’s (...
The interdisciplinary nature of STEM education is a fertile ground for the development of transversal competencies. The study of STEM activities requires not only to consider domain-specific knowledge and skills, but also to possess several transversal competences, among them problem solving, creativity and computational thinking to fully benefit f...
OBJECTIVES: Poor hand hygiene compliance (HHC) in the emergency department (ED) is a source of nosocomial infections with serious consequences for patients. Despite the efforts of health organizations to improve this process, HHC is still insufficient. This qualitative research explores some reasons for this problem. METHODS: A virtual change labor...
Introduction
This study looked at how an assessment instruction and test anxiety (TA) can influence divergent thinking (DT) components of creativity in a playful robotic problem-solving task.
Methods
We measured TA and creative performance (TD) under assessment and non-assessment conditions in 122 secondary students engaged in creative problem sol...
In France, a consolidated research ecosystem, including different national structures, has been developed to promote excellence in academic research
(cf. Mirbel & Romero, 2020). While research-oriented curricula are well
organized at doctoral and master levels, the national policy perspective
has not yet considered introducing academic research at...
Supporting teachers to design Artificial Intelligence-Enhanced Learning Activities
Le rapport des élèves à l’espace peut se développer par le biais de différentes activités d’apprentissage. Parmi ces activités, le projet SmartCityMaker engage les élèves dans une démarche de cocréation de leur quartier scolaire par le biais de la réalisation d’une maquette combinant les techniques analogiques et numériques. Dans le cadre de cette...
While feedback is widely regarded as a necessary component of student success, most digital assessments only provide feedback to students after they've completed the test, not during the test itself-despite gathering massive amounts of real-time data on that student's performance. This study evaluates the effect of receiving feedback during a digit...
Attention Deficit and Hyperactivity Disorder (ADHD) is recognized as the most prevalent neurodevelopmental disorder, characterized by persistent inattention, hyperactivity, and impulsivity (Rep, 2024). While ADHD presents challenges in formal educational contexts, emerging evidence suggests that individuals with ADHD may exhibit unique cognitive st...
Creativity is influenced by social-cultural background, expertise, talent, and motivation (Amabile & Pillemer, 2012). Therefore, creativity in domain specific tasks should be considered as a temporal sequence in which divergent and convergent thinking processes appear at different moments (Romero, 2022). In this study, we analyse the emotions of tw...
Generative AI (genAI) is being used in education for different purposes. From the teachers' perspective, genAI can support activities such as learning design. However, there is a need to study the impact of genAI on the teachers' agency. While GenAI can support certain processes of idea generation and co-creation, GenAI has the potential to negativ...
Artificial intelligence has accelerated innovations in different aspects of citizens' lives. Many contexts have already addressed technology-enhanced learning, but educators at different educational levels now need to develop AI literacy and the ability to integrate appropriate AI usage into their teaching. We take into account this objective, alon...
Generative AI (genAI) is being used in education for different purposes. From the teachers' perspective, genAI can support activities such as learning design. However, there is a need to study the impact of genAI on the teachers' agency. While GenAI can support certain processes of idea generation and co-creation, GenAI has the potential to negativ...
Artificial intelligence has accelerated innovations in different aspects of citizens' lives. Many contexts have already addressed technology-enhanced learning, but educators at different educational levels now need to develop AI literacy and the ability to integrate appropriate AI usage into their teaching. We take into account this objective, alon...
Progress Report on Research Stay and Activities at Université Côte d'Azur by full prof. Strutynska Oksana
Les avancées récentes en Intelligence artificielle (IA) ont démocratisé l'accès à des outils génératifs capables de créer et de traiter des textes, des images et des vidéos. L'intégration de ces outils dans le domaine éducatif a permis dès lors de développer de nouvelles pratiques, mais aussi des questionnements éthiques. Dans cette conférence, nou...
Workshop. Creative Applications of Artificial Intelligence in Education
The emergence of Generative Artificial Intelligence (genAI) necessitates a rapid evolution in university programs in educational technologies. This paper introduces a sociocritical analysis of the AI acculturation activities developed within the MSc Smart EdTech master. This program supports edTech professionals, from instructional designers to edu...
The rapid advancement of artificial intelligence (AI) has brought significant challenges to the education and workforce skills required to take advantage of AI for human-AI collaboration in the workplace. As AI continues to reshape industries and job markets, the need to define how AI literacy can be considered in lifelong learning has become incre...
This open access book explores the synergy between AI and education, highlighting its potential impact on pedagogical practices. It navigates the evolving landscape of AI-powered educational technologies and suggests practical ways to personalise instruction, nurture human-AI co-creativity, and transform the learning experience. Spanning from prima...
National and international initiatives to support AI education are discussed in this chapter. Following an examination of the various initiatives undertaken in OECD countries, the chapter highlights the House of Artificial Intelligence (MIA) activities supporting AI acculturation to the regional educational and industrial ecosystem in the French Ri...
Generative Artificial Intelligence (GAI) has become popular recently with the advances in text and image generation tools (e.g., ChatGPT) that are easy to use for the general public. The emergence of GAI has sparked a surge in academic studies within higher education (HE) but also raised concerns about the changes related to policy making. This cha...
While researchers and policymakers contribute crucial insights into the technical, ethical, and systemic dimensions of AI in education, the learner's perspective introduces a different viewpoint in which their representation of AI’s potential influences their perspectives and hopes for improving the learning experience. In this chapter, we focus on...
This chapter delves into the ethical dilemmas that arise from the incorporation of artificial intelligence (AI) into the field of education. It emphasises the importance of media literacy, AI literacy, and critical use of digital technologies in order to combat information conflicts, political manipulation, and AI inequality, among other issues. Po...
This manifesto advocates for the thoughtful integration of AI in education, emphasising a human-centred approach amid the rapid evolution of artificial intelligence (AI). The chapter explores the transformative potential of large language models (LLM) and generative AI (GenAI) in education, addressing both opportunities and concerns. While AI accel...
The chapter commences by presenting the emergence of artificial intelligence (AI) in the field of education. It aims to provide an overview of the AI environment in education, highlighting the importance of a nuanced comprehension of its effects, ethical implications, and potential to stimulate innovative teaching methods. The chapter explores the...
This chapter examines AI integration in education, concentrating on acculturation, as a broad movement of appropriating digital tools. The chapter emphasises principals’ involvement in supporting AI potential in schools and the complex interplay between digital technology and education. The chapter describes teachers’ transition from personal to ed...
This chapter investigates the dynamic synergy between pedagogy, social dynamics, and technological developments in Digital Game-Based Learning (DGBL), which is enhanced by artificial intelligence (AI). The chapter navigates through educational modifications, learner profiling challenges, social enhancements, and technical considerations, emphasisin...
CoCreat items.
1. Team Climate
1.1. Trust climate. We were able to gain confidence with the other team members and were able to share different point of views
1.2. Conflict management. We were able to work together even when we disagreed, without argument.
1.3. Coordination. We were able to organizer our work properly within the team.
---------...
The R2T2 Richter challenge engages international teams in collaborative problem solving (CPS). The teams are engaged in collaborating through a narrative structure based on a natural disaster, a tsunami. The complexity of this international challenge requires the learners to develop their collaborative problem-solving competency. A central model wa...
Exploring the Scope of Practicing Basic Science Process Skills in the Creative Problem-Solving Experiences through Modular Cube Robotics Technologies in Students across Various Educational Levels.
The poster is present our recent research results gained from evaluating playful creative problem solving with educational robotics for Ukrainian refugees (students) living in France and participants (students) staying in Kyiv (Ukraine)
Creativity in playful creative problem-solving (CPS) is influenced by the emotional state of the learner-player. Inthis study, we evaluated how stressful situations (such as conditions of war) can impact divergent thinking (DT) in CPS. Toevaluate divergent thinking, the main components of which are fluency, flexibility, and originality, creativity...
The Science Book Forum (SBF) of the Library is making a return with this event! Here, we will delve into innovative applications of AI in education, ranging from intelligent tutoring systems to adaptive learning platforms and virtual reality simulations.
Discover how AI enhances teaching and learning experiences, promotes personalized education, an...
Human creativity is a complex process that can be evaluated in a wide range of domains and tasks. The domain and task-specificity of human creativity challenge the process of designing AI-based tools to support teachers’ and learners’ creative engagement. In this study, we introduce the #PPai6 framework to look at the 21st-century skills that moder...
Creativity is a complex human process evaluated through psychometric tasks, mostly in relation to divergent thinking (DT) or the capacity to generate new ideas. In social robotics, creativity has been supported in different interactions with social robots, in which the Human Robot Interaction (HRI) supports the participants’ creativity. However, as...
Symposium | Creativity and Technology: Exploring New Possibilities with our Minds and Bodies
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Technology has many roles to play in human cognition. As new generative AI systems gain momentum and become accessible, it is time to reflect on the relationship between humans and technology and explore the affordances of new technologies with respect t...
Human creativity is a complex process that can be evaluated in a wide range of domains and tasks. The domain and task-specificity of human creativity challenge the process of designing AI-based tools to support teachers' and learners' creative engagement. In this study, we introduce the 5c21-AI framework to look at the 21st-century skills that mode...
This research paper emphasizes the significance of nurturing critical thinking and agency among citizens to drive the transformation of cultures of resource exploitation towards more regenerative practices in education and business. Drawing on cultural historical activity theory, the paper argues that promoting critical thinking enables individuals...
The rapid advancement of artificial intelligence (AI) has brought significant challenges to the education and workforce skills required to take advantage of AI for human-AI collaboration in the workplace. As AI continues to reshape industries and job markets, the need to define how AI literacy can be considered in lifelong learning has become incre...
From cultural-historical activity theory (CHAT) to computational learning sciences: modeling creative problem solving for supporting learners’ competencies in the AI era.
MSc SmartEdTech is an international master's program in #edtech and creative uses of TEL (#5c21)
Artificial Intelligence Devoted to Education (AIDE, T. Viéville, M.Romero, F. Al...
Soutenir la co-création et l’apprentissage expansif avec des outils d'intelligence artificielle générative.
#CreaCube: a task, a platform, and a transdisciplinary community for the study of creative problem solving.
Протягом останнього десятиліття ведуться активні дискусії стосовно того, як змінюються ключові навички, необхідні як для реалізації власного потенціалу в професійній галузі, так і для повноцінного життя в сучасному цифровому суспільстві. Зокрема, аналітики Всесвітнього економічного форуму, починаючи з 2015 року, в топ-10 важливих навичок і компетен...
Протягом останнього десятиліття ведуться активні дискусії стосовно того, як змінюються ключові навички, необхідні як для реалізації власного потенціалу в професійній галузі, так і для повноцінного життя в сучасному цифровому суспільстві. Зокрема, аналітики Всесвітнього економічного форуму, починаючи з 2015 року, в топ-10 важливих навичок і компетен...
Séminaire de recherche : Une approche historico-culturelle de l'activité (CHAT) pour analyser les enjeux du numérique en éducation
16 juin 2023 à 13h (Québec), 19h (France)
https://monurl.ca/20230616
Organisé par Sylvie Barma et Margarida Romero.
Le Centre de recherche et d'intervention sur la réussite scolaire (CRIRES)
Dans le cadre de ce séminai...
Computational thinking (CT) assessments have been mostly oriented to evaluate code literacy, without appropriate consideration of iterations through the ill-defined problem-solving process. We aim to overcome the limitations of CT assessments through a tangible modular robotic cubes task. The assessment of CT is operationalized through learning beh...
In computational neuroscience and bioinspired artificial intelligence (AI), different studies aim at understanding the mechanisms of perception such as shape recognition and sensori-motor coordination such as grasping or pinching. A step further, as in the Mnemosyne research program, cognitive mechanisms are analyzed to better understand brain circ...
Creativity is a complex human process evaluated through psychometric tasks, mostly in relation to divergent thinking (DT) or the capacity to generate new ideas. In social robotics, creativity has been supported in different interactions with social robots, in which the Human Robot Interaction (HRI) supports the participants’ creativity. However, as...
This research symposium adresses co-creative problem solving and dialogic inquiry for addressing the Artificial Intelligence opportunities for education that are addressed within the WP4 (Critical thinking and Creativity) of Horizon AugMENTOR project.
The instantiation of the Passive-Participatory (PP) model for AI en education (#PPai6) distinguishes six levels of creative engagement.
Level 1. Passive consumer. The learner consumes AI-generated content without understanding how it works.
Level 2. Interactive consumer. The learner interacts with AI-generated content. The AI system adapts to the...
Panel sur l’IA au service des besoins humains et sociétaux.
Par le biais de ces activités, les élèves peuvent s’acculturer à l’IA tout en travaillant des compétences numériques.
https://scoliablog.wordpress.com/5j5ia/
Dans ce chapitre, nous cherchons à caractériser l’évolution du numérique à l’École et à analyser sa capacité à préparer les futurs citoyens à vivre dans un monde en pleine mutation sociale, écologique et technologique. L’IA modifie notre manière d’être au monde et notre rapport à la culture. Une éducation à l’IA, avec pour objectif de contribuer au...
As part of the Digital Working Group (GTnum) #Scol_IA "Renewal of digital practices and creative uses of digital and AI" we are pleased to present the white paper "Teaching and learning in the era of Artificial Intelligence, Acculturation, integration and creative uses of AI in education". The white paper edited by Margarida Romero, Laurent Heiser...
Dans le cadre du Groupe de Travail numérique (GTnum) #Scol_IA “Renouvellement des pratiques numériques et usages créatifs du numérique et IA” nous sommes heureux de vous présenter le livre blanc “Enseigner et apprendre à l’ère de l’Intelligence Artificielle, Acculturation, intégration et usages créatifs de l’IA en éducation”. Le livre blanc édité p...
Taking into account the profound impact of technology on modern education, especially during the covid19 pandemic, increasing academic interest has focused towards the design and application of such tools on different learning contexts. A specific area of Human–Computer Interaction, called affordance theory, focuses on the perception, design and us...
This presentation focuses on the notion of contradiction and conflicts of motives in an episode of collective creative problem-solving activity, suggesting it is driven by a certain type of contradictions emerging from interactions between higher education and the real world.
This episode will be established as constitutive of qualitative changes...
The present study constitutes a preliminary effort to frame co-creativity, project-based learning and real-world problem-solving under a cultural historical activity theory framework. The paper establishes co-creativity as collective concept formation in the wild and collective mediation as primary elements for the study of real-world problem solvi...
Cet article analyse la conception de scénarios pédagogiques intégrant le numérique comme activité créative (Glăveanu, 2015, 2020) et agentive (Sannino, 2015), propice à la transformation de l’activité d’enseignement-apprentissage et susceptible de constituer en formation une réponse au défi persistant de l’intégration du numérique en classe (Giraud...
La résolution collaborative de problèmes est une compétence clé pour les futurs enseignants du primaire. En effet, ceux-ci seront appelés à résoudre quotidiennement des problèmes et à collaborer avec les autres membres de l’équipe-école ou avec leurs élèves. Cependant, la compétence de résolution collaborative de problèmes demeure très peu étudiée...
Older adults are challenged in their adoption of new ways of interacting with different type of devices including not only screen-based artifacts but also augmented reality and robotic technologies. The diversity of the devises in relation to the adoption process engage older adults in a creative exploration process when they face new technologies....
La créativité en contexte d’apprentissage a souvent été évaluée par le biais d’activités individuelles et beaucoup moins lors d’activités d’apprentissage collaboratif. Nous dénommons co-créativité le processus collaboratif au cours duquel les apprenants sont engagés à développer une solution créative dans le contexte d’une situation éducative. Pour...
Metacognition is an important aspect in creative problem solving (CPS) and through this chapter we analyse the meta-reasoning aspects applied in the different processes of monitoring the progress of learners' reasoning and CPS activities. Meta-reasoning monitors the way that problem-solving processes advance and regulate time and efforts towards a...
This is a short introduction pecial issue of the International Journal of Serious Games dedicated to the selected best papers of the 2021 edition of the Games and Learning (GALA) 2021 conference. The three selected papers have undergone a regular review process. Covered topics range from cooperative games to mixed reality, from digital companions t...
Due to the interaction of hardware, software, and electronics, modular robotics is a multidimensional field aiming to create autonomous systems that can sense their environment to achieve certain goals or tasks. We can support creative problem solving (CPS) with the use of educational robots in ill-defined problem-solving tasks. The analysis of CPS...
Modéliser les processus d’apprentissage complexes à l’aide de l’intelligence artificielle (IA), développer des activités techno-créatives pour faciliter les activités d’enseignement
et d’apprentissage de l’IA à l’école, et acculturer les enseignantes et enseignants et les élèves à cette discipline en émergence : c’est le défi que se sont donnés Mar...
The introduction of programming activities in the classroom has given rise to a variety of teaching methods. Some methods focus on learning to code while others take a creative programming approach (Resnick & Rusk, 2020). This study looks at creative programming as an opportunity for students to develop their reasoning skills. Drawing from both mat...
La robotique pédagogique a connu un nouvel essor au cours des dernières années, aussi bien du point de vue de la banalisation des robots pédagogiques en classe que celui de l'intégration de la programmation dans les curricula scolaires. A cela s'ajoute l'intérêt des élèves et des enseignants pour ce type de technologie (Gaudiello, Zibetti, 2013 ; R...
Older adults are challenged in their adoption of new ways of interacting with different type of devices including not only screen-based artifacts but also augmented reality and robotic technologies. The diversity of the devises in relation to the adoption process engage older adults in a creative exploration process when they face new technologies....
Maker education (makerEd) engages participants in the construction of digital and tangible artefacts using technology (Maloy & Edwards, 2018). MakerEd activities are developed through design-based approaches aiming to create an artefact to provide a creative solution to a problem. Through MakerEd activities participants can be engaged on developing...
In France, a consolidated research ecosystem, including different national structures, has been developed to promote excellence in academic research (cf. Mirbel & Romero, 2020). While research-oriented curricula are well organized at doctoral and master levels, the national policy perspective has not yet considered introducing academic research at...
When participants engage twice in the same creative problem-solving task with educational robots, they have the possibility to repeat the same solution, allowing them to complete the task faster, or to show a creative intention and behavior, engaging them in developing a new solution. In this study, we aim to analyze the creative process considerin...
Cognitive and affective processes are interconnected and should be considered in educational contexts in order to support learners' awareness and regulation of their cognitive-affective states. In Science , Technology, Engineering, the Arts and Mathematics (STEAM) educational activities engage the learners in creative problem solving (CPS). STEAM C...
Développement d’une communauté d’apprentissage en informatique pour soutenir le développement professionnel des enseignants dans plusieurs pays européens. Le poster fait le point sur le processus mis en place, les outils numériques développés ainsi que sur la recherche appliquée qui accompagne le projet.
The objective of this study is to analyze the creative process in ill-defined problem solving situations. We first introduce the different levels of analysis of creativity in education, from creative cognitive processes to creative pedagogy at the classroom level. We focus then on creative problem solving (CPS) tasks and review the current theoreti...
mportance de développer la compétence de résolution collaborative de problèmes des futurs enseignants de l’enseignement primaire a été soulignée par plusieurs études. Cependant, l’évaluation de cette compétence selon les actions déployées durant les activités de robotique pédagogique demeure très peu documentée. L’objectif de notre étude est de pro...
Actividades tecnocreativas para el desarrollo de competencias transversales. Working Group (GTnum) Creatividad, IA y Educación (#Scol_ia) ANR CreaMaker #CreaCube Artificial Intelligence Devoted to Education (AIDE) MSc SmartEdTech
Cahier d'expériences, Mars 2022, GTnum Scol_ia: Usages créatifs du numérique et de l’IA en contexte scolaire
Cultural Historical Activity Theory (CHAT) can be used both as a theoretical and an analytical framework. It has been used in a wide variety of contexts over a wide variety of research objects in education and other fields requiring a comprehensive understanding of interactions within a system. At a theoretical level, the relation between double st...
Analyse des activités technocréatives au collège en contexte d'éducation FabLab Décembre 2021
Computational thinking (CT) is considered an emerging competence domain linked to 21st-century competences, and educational robotics (ER) is increasingly recognised as a tool to develop CT competences. This is why researchers recommend developing intervention methods adapted to classroom practice and providing explicit guidelines to teachers on int...
Globally, educators are striving to find innovative ways of engaging their learners and ensuring that they accomplish the desired learning outcomes. Among the various game-based learning approaches that have come up in recent years, escape games are being widely used in a variety of learning contexts. As an entertainment activity, these games seem...
Questions
Questions (2)
Dear colleagues,
At the LINE lab in Nice (France), we're looking to advance in the study of creativity through a (neuro)cognitive approach in the context of team-based project based learning in Higher Education.
Any reference to publications, projects, researchers or teams working in this area is very welcome.
Within the Invent@UCA project we will recruit a PhD student (3 years fixed term funding) for advancing in the study of creativity through a (neuro)cognitive approach in the context of team-based project based learning in Higher Education. Additional information for applying could be found here :
With kindest regards,
Margarida ROMERO
Dir. Laboratoire d'Innovation et Numérique pour l'Education (LINE).
ESPE de Nice. Université Côte d'Azur.
ANR #CreaMaker / MsC SmartEdTech program