
Margarida RomeroUniversité Côte d'Azur · Laboratoire d'Innovation et Numérique pour l'Education
Margarida Romero
Professor
Human Robot Interaction, Creative Problem Solving, Technology Enhanced Learning, Educational robotics
About
334
Publications
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3,179
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Citations since 2017
Introduction
Margarida Romero is full professor at Université Côte d'Azur (Laboratoire d'Innovation et Numérique pour l'Education, France) and associate professor at Université Laval (Canada). Her research is oriented towards the inclusive, humanistic and creative uses of technologies (co-design, game design and robotics) for the development of creativity, problem solving, collaboration and computational thinking.
Additional affiliations
Education
October 2005 - January 2010
October 2005 - January 2010
Publications
Publications (334)
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...
Background. Using digital games for educational purposes has been associated with higher levels of motivation among learners of different educational levels. However, the underlying psychological factors involved in digital game based learning (DGBL) have been rarely analyzed considering self-determination theory (SDT); the relation of SDT with the...
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...
Creativity is a key competence in 21st century education. Among the active learning pedagogies which aims to develop creativity, learning by making is an emerging approach in which the students are engaged in the cocreation of a shared artefact. In this study, we aim to analyse the creativity competency through a maker-based projects. #SmartCityMak...
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...
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...
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...
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 (...
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
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...
Le terme « créativité » est utilisé de façon très diversifiée dans le milieu professionnel, technologique, socioéconomique ou encore dans le contexte scolaire. Dans une perspective exploratoire, une révision de la littérature scientifique francophone en sciences de l'éducation a permis d'identifier les champs de connaissances qui mobilisent ce conc...
The need to introduce co-creative approaches in education is nowadays seen as a way to support STEAM education. However, in collaborative activities, the team climate in which learners work seems to have an impact on them. In this context, this study sought to prove that team climate has an impact on the co-creativity of primary school students. Sp...
We introduce the idea of a symbolic description of a complex human learning task, in order to contribute to better understand how we learn. The learner is modeled on the basis of knowledge from learning sciences with the contribution of cognitive neurosciences, including machine learning formalism, in the very precise framework of a task, named #Cr...
Dans le but d'analyser la résolution créative de problèmes dans le contexte d'une tâche de robotique pédagogique nous présentons un modèle de tâche sous forme de graphe orienté entre différents états entre la situation initiale et l'une des solutions potentielles. Pour analyser le processus de résolution créative de problèmes, des données sur le pr...
Dans le but d’analyser la résolution créative de problèmes dans le
contexte d’une tâche de robotique pédagogique nous présentons un modèle de tâche sous forme de graphe orienté entre différents états entre la situation initiale et l’une des solutions potentielles. Pour analyser le processus de résolution créative de problèmes, des données sur le pr...
A critical understanding of digital technologies is an empowering competence for citizens of all ages. In this paper we introduce an open educational approach of artificial intelligence (AI) for everyone. Through a hybrid and participative MOOC we aim to develop a critical and creative perspective about the way AI is integrated in the different dom...
As STEAM activities require both the teachers and learners to be creative, it is important to train teachers to instruct and guide creativity not only when students begin a task, but also throughout its entire process persistently to maintain creative behaviors. To assess the creative process in teacher education, a currently limited topic within t...
L’objectif de ce document est de réaliser un parcours synthétique sur les ressources et les pratiques en IA dans le domaine de l’éducation. Ce rapport est développé à partir des différentes informations et ressources partagées au sein du GTnum Scol_ia “IA et éducation”.
Dans ce rapport, nous présentons d’abord la formation à l’IA et les différents...
Idea generation in interactive learning environments requires the consideration of the interactivity and materiality aspects of creativity. In educational robotics, idea generation is mediated through a technological object in a process allowing us to observe the three main components of divergent thinking: fluency, flexibility, and originality. Ne...
Graph models for learning. Assessment of creative problem solving process through continuous time Markov Chains.
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. Au cours des dernières année...
This book constitutes the refereed proceedings of the 10th International Conference on Games and Learning Alliance, GALA 2021, held in La Spezia, Italy, in December 2021.
The 21 full papers and 10 short papers were carefully reviewed and selected from 50 submissions. The papers cover a broad spectrum of topics: Serious Games Applications; Serious G...
In France, a consolidated research ecosystem including different national structures has been developed to promote excellence in academic research. While research-oriented curricula are well-organized at doctoral and master levels, introduction to academic research at the undergraduate level has not yet been considered from a national policy perspe...
Le rapport intermédiaire du projet ANR CreaMaker présente les avancées qui ont été réalisées depuis novembre 2018. Le rapport débute par le rappel des objectifs du projet ANR CreaMaker, présente ensuite l’équipe engagée sur le projet, ses réalisations et les effets levier de ce projet, notamment sur l'action exploratoire Artificial Intelligence Dev...
Game design is a complex process based on balance between educational and gameplay experience in a coherent way. In the context of instructional design, Constructive Alignment aims to develop an outcome-based approach for designing learning activities during which learner engagement, through the activity, is aligned with learning objectives and out...
Programmable toys present interesting tools for the creation and facilitation of learning experiences through gaming and robotics. In order though for educators and game designers to use these tools to their full potential and provide pedagogical opportunities to support problem-solving activities, we should identify and characterise artifactual af...
La pandémie a donné lieu à une transformation pédagogique de type disruptif. Cette étude a pour objectif de comprendre la transformation des usages du numérique en lien avec les critères de continuité adoptés par les enseignant·e·s des différents niveaux éducatifs. Les résultats montrent la priorisation de la relation pédagogique par rapport au sui...
Digital storytelling is a topic of great academic interest, due to its countless uses in a variety of areas, educational or not. Its impact on learning contexts has become the center of research for a number of studies, trying to examine the field from a diverse set of perspectives. The latest technological achievements, including the adoption of m...
On devrait rendre l’enseignement plus ludique ! Quel professeur n’a jamais entendu cette affirmation, de la part de parents – ou même de collègues – qui voient dans le jeu une solution idéale pour favoriser la motivation des élèves et lutter contre le décrochage scolaire ?
L’idée n’est pas nouvelle. Mais l’omniprésence des smartphones, le saut techno...
Formation et profession 28(2), 2020 • 51 ésumé La pédagogie créative engage les di érents acteurs et composantes d'une situation d'apprentissage. Dans le présent article, nous décrivons le rôle que des médiations pédagogiques dites technocréatives peuvent jouer pour favoriser l' engagement des élèves dans le cadre d'une démarche de pédagogie créati...
Examining and identifying the way that designers approach game design could support the improvement of game design curricula. This paper explores how kids in the early childhood approach develop and apply game design strategies during participatory game design sessions. During a period of three months, eighteen kindergarten learners participated in...
En el capítulo 5, «El uso de juegos serios para el aprendizaje global y la educación inteligente en museos tecno-creativos», se argumenta sobre el uso de juegos serios como una de las tecnologías para favorecer el aprendizaje a lo largo de la vida y para fomentar la cultura participativa en el museo.
El proyecto de investigación «Línea de Tiempo Digital Cabañas
(LITCA)», inspiración para este libro, se desarrolló de manera interdisciplinaria
por estudiantes y profesores de la Universidad
de Guadalajara (UdeG), en Jalisco, México, en colaboración con
la plantilla del Instituto Cultural Cabañas (ICC), actualmente Museo
Cabañas, ícono nacional, de...
Game Based Learning (GBL) is an increasingly used methodology in adult formal education, the use of which is also expanding in the military context. Since the first military and pilot simulations were introduced, a variety of GBL elements have been implemented for training. Nevertheless, trivia games and multiple-choice GBL tasks may lack of signif...
Group process assessment is one of the methodological challenges in computer-supported collaborative learning (CSCL). The aim of this study is to analyze the group process dimensions in a problem-solving task with modular robotics in which creative components of fluidity, flexibility and innovation can be observed. The analysis of group process dim...
This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational gamification, and learning through game creation. Educational serious games are digital games that support lear...
D’une part, en neurosciences computationnelles et en intelligence artificielle (IA) bio-inspirée, il y a de nombreux de travaux visant à comprendre les mécanismes de perception et de coordination sensori motrice ainsi que les tâches de reconnaissance de forme et de contrôle moteur associées. Une originalité de l’équipe Mnemosyne est de viser plutôt...
With the aim of fostering innovation culture and entrepreneurship through directed ideation, a co- technocreative competition was held for 1000 high school students during the 2018 Innovation Festival Epicenter in Jalisco, Mexico. The competition objectives were aligned with the Sustainable Development Goals (SDG) of the UN, where the methodology w...
Con el objetivo de promover la cultura de innovación y el emprendimiento a través de la ideación dirigida, se llevó a cabo una competición co-tecno-creativa para 1000 estudiantes de bachillerato, durante el Festival de Innovación Epicentro 2018 en Jalisco, México. Los objetivos de la competición estuvieron alineados a los Objetivos de Desarrollo So...
"Smart cities" are now envisioned as a way to improve civic life in the twenty-first century. In this context, smart cities need innovative industries, and innovative industries require creative people with profiles and skills, capable of solving problems through multi-disciplinary means, with an acute vision for identifying opportunities and threa...
The Bologna process has led European universities to review quality assurance in Higher Education. Active learning, competency-based education as well as outcome-based teaching and learning have been encouraged as means to maintain quality assurance in Higher Education. The aims of this paper are (a) to introduce the context of European Higher Educ...
Le présent document constitue le rapport final de l’étude réalisée par le laboratoire LINE. Cette étude s’inscrit dans le cadre du projet Interreg ALCOTRA « APP Ver : Apprendre Pour Produire Vert » conduit par le GIP FIPAN pour la sensibilisation de la jeune génération aux objectifs globaux de développement durable de l’ONU (ODD). Elle s’intéresse...
L’accompagnement des enseignants du primaire et du secondaire en charge de l’enseignement de l’informatique est un enjeu majeur dans l’intégration effective de l’enseignement de l’informatique à l’école. La formation initiale et continue doit pouvoir permettre d’accompagner les enseignants dans leur propre apprentissage de l’informatique et les aid...
La vie nous confronte au quotidien à des problèmes à résoudre. Il faut souvent arriver à collaborer avec d’autres personnes pour arriver à une solution. Dans le cas des problèmes d’une grande complexité, cela demande même une organisation en réseau. À l’école, nous avons longtemps mis l’accent sur la résolution individuelle de problèmes. Ce n’est q...