<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Training for Digital Creative Teaching: Outcomes of the Spanish DoCENT Scenarios Creation Workshops</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>AnnaTrifonova</string-name>
          <email>anna@creaticnens.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Frédérique Frossard</string-name>
          <email>frederique.frossard@ub.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mario Barajas Frutos</string-name>
          <email>mbarajas@ub.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CreaTIC Academy S.L., c/ Rosés 58</institution>
          ,
          <addr-line>08028 Barcelona</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Barcelona</institution>
          ,
          <addr-line>Facultat de Educacion, Passeig Vall Hebrón, 171, 08035 Barcelona</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>For many years teaching creatively has been considered as an important factor for enhancing students' creativity. Nowadays, the potential of digital tools to stimulate and exercise creativity is recognised, but the use of such tools is not sufficiently explored in today's classrooms. It has been acknowledged that educators are not adequately prepared to apply creative teaching strategies using digital tools that are attractive to students. Within the DoCENT project (Erasmus + Programme) a series of training workshops were organised in three European countries (Italy, Greece and Spain) with the ultimate goal of teachers being able to design their own creative scenarios using different digital technologies. This paper presents the experience gathered during a series of seminars organised in Spain, and the results from the point of view of teacher educators in terms of their capacity of designing creative learning activities using robots and digital games.</p>
      </abstract>
      <kwd-group>
        <kwd>Digital Creativity</kwd>
        <kwd>Teacher Training</kwd>
        <kwd>Scenarios Design</kwd>
        <kwd>Creativity Competences</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Creativity is lately seen as an essential competence that all individuals should master
in order to address the continuous changes which feature the modern society [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. To
this end, educational policies call for the development of creativity in students from all
levels. Nevertheless, education systems seem to fail to efficiently integrate creativity
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This is due to different factors, such as the lack of teacher training and of concrete
methodologies to foster students’ creativity.
      </p>
      <p>
        In the digital society, the concept of creativity is being reconceptualised. Indeed, the affordances
of technologies may have a strong influence on creative processes and achievements. As
mentioned by Loveless [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], “digital technologies can be tools which afford learners the potential
to extend or enhance their abilities, allow users to create novel ways of dealing with tasks
which might then change the nature of the activity itself, or provide limitations and structure
which influence the nature and boundaries of the activity” (p. 64). Nevertheless,
understanding the interplay between digital and creative yet appears as a challenge, and the two are often
studied as separate domains [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
As a first step to bridge this gap, the DoCENT project1 propose the following definition
of digital creativity, as applied to education (based on [6 and 7]): “purposive
imaginative activity, mediated by digital technologies, generating outcomes that are original
and valuable in relation to the learner”. As applied to education, digital creative
teaching would consist of applying digital technologies with the aim to support creative
pedagogies, i.e. learner-centered approaches, open-ended ethos, synergistic collaboration
and knowledge connection. DoCENT has proposed a framework of competences for
digital creative teaching [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>Design and Implementation of a Training Model</title>
      <sec id="sec-2-1">
        <title>Training objectives and curriculum</title>
        <p>During the 2018-19 academic year within the DoCENT project a series of open blended
courses (including face-to-face and online modules) were planned for teacher educators
from 3 EU countries (Spain, Italy and Greece). The overall goal was for the participants
to learn and reflect on how to use cutting edge digital pedagogies for enhancing creative
competences. We aimed to develop, implement, validate and disseminate an innovative
model to guide teacher educators in applying digital creative teaching practices. During
the face-to-face part of the training, participants were supported in the creation of their
own learning scenarios, based on digital technologies, aiming to enhance students’
creativity in their teaching settings. As an example, in Spain the face-to-face training
covered the following topics:
- Digital creativity in education (introduction and definition)
- Creative interactions and dynamics in the digital classroom
- DoCENT competence framework for digital creative teaching
- Digital creative pedagogies: approaches and tools for integrating digital creativity
in Teacher Education (game-based learning, gamification and serious games,
tangibles interface, educational robotics, inquiry-based learning).
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Implementation of the training workshops</title>
        <p>In Spain, six workshops were organised with a total of 93 participants – teacher
educators and teacher trainers. Two series of workshops were organised:
─ Workshops A: focusing on the introduction of digital creative pedagogies and the
DoCENT Competence Framework – two workshops in November 2018 with 24
participants, from nine different teacher training institutions (including universities in
Barcelona and around, as well as the Educational Department of Catalonia).
1 DoCENT – Digital Creativity Enhanced in Teacher education - Erasmus +, Strategic
Partnerships for Higher Education, 2017-19, project number 2017-1-IT02-KA203-036807
─ Workshops B: focusing on the co-design of digital creative scenarios – four
workshops in February 2019 with 65 participants from 19 different teacher training
institutions, including various universities in Barcelona, Catalonia and worldwide.
Three members from the DoCENT team presented contents, as well as moderated the
discussions and hands-on sessions.</p>
        <p>
          In order to stimulate active participation and discussion, we aimed to gather small
numbers of participants. Workshops were held in a room equipped with laptops, a video
projector, and different digital educational kits. A variety of activities were planned,
according to the following scheme:
• Introduction: We proposed to participants to carry out Guilford’s uncomplete
drawing task [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Each of them had two printed uncomplete figures that they were asked
to complete in 3 minutes, following their imagination and spontaneity. Participants
briefly presented their drawings and introduced themselves to the group.
• Theoretical session: We presented to participants theoretical contents related to the
following topics:
─ The DoCENT project: context, objectives, consortium, methodologies and digital
tools;
─ What is creativity? The different dimensions of creativity and the main concepts
around it;
─ The application of creativity and digital creativity in educational settings;
─ The DoCENT competence framework areas and descriptors;
─ Digital creative pedagogies: game-based learning, manipulative technologies and
inquiry-based learning.
─ Creative interactions and dynamics in the digital classroom, the role of teachers
and students in the digital creative classroom, and how to promote a creative
environment in the digital classroom.
• The DoCENT Serious Game2: playing and providing feedback: During a game
session, participants had the chance to try out the prototype of the DoCENT game. In
order to stimulate “think aloud” processes, they played by pairs. During the session,
the DoCENT team observed participants’ interactions and took notes. Afterwards,
we organized a debriefing session during which participants could provide feedback
on the prototype.
2
        </p>
        <p>DoCENT Serious Game is a role-play simulation developed within the DoCENT Project. It
uses autonomous agents as virtual interlocutors (bots). The game is organised around several
scenarios (learning settings and situations), each one independent from the others, in which
users take the role of a teacher interacting with its students. The interaction aims to provide a
realistic experience of the organisation and management of a real classroom related to digital
creative competences. The DoCENT Serious Game is designed as a combined approach with
the DoCENT MOOC. More information and free download:
https://docent-project.eu/outputs/practical-tools
• Presentation of the DoCENT MOOC3: Afterwards, we presented the DoCENT</p>
        <p>MOOC objectives, topics and outlines.
• Hands-on sessions: participants were invited to join one of the two parallel
handson sessions. Teacher chose the one they were interested in, according to their
teaching disciplines and professional interests.
─ Game-based learning: use of Scratch4 and Minecraft5 for a course of digital
architecture;
─ Educational robotics: use of LEGO Education WeDo6 for teaching maths in a
creative way and use of BeeBot7 for storytelling.
• Design of digital creative teaching scenarios: Afterwards, we stimulated participants
to design a learning scenario to enhance digital creativity in their own educational
contexts. To do so, they filled out a template designed especially for the DoCENT
scenarios creation that included a checklist of the descriptors from the DoCENT
Competence Framework. Participants had to specifying the following aspects:
─ Their educational context and objectives (i.e., discipline taught, students’ level,
pedagogical objectives);
─ The way in which they would integrate creativity and digital technologies in
their teaching practices;
─ The way educational activities would be sequenced in the classroom;
─ The evaluation methodologies used to assess students’ knowledge and skills;
─ The digital creative competences which would be developed across the scenario.
• Evaluation and closing: To close the event, we informed participants of the future
activities of the project. Data collection took place using DoCENT evaluation forms
with focus on evaluating the training.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>DoCENT training in Spain provided us with twofold results: on one hand, we collected
feedback about the DoCENT MOOC and the Serious Game. On the other hand, the
3 DoCENT MOOC is a free online course developed within the DoCENT project focusing on
Digital Creativity in Education. Concrete approaches and tools for integrating digital creativity
in Teacher Education are presented in detail, such as the use of tangible interfaces, educational
robotics and inquiry-based learning. Strategies for evaluation of digital creativity are also
covered. More information and free access:
https://docent-project.eu/outputs/practicaltools/mooc-platform
4 https://scratch.mit.edu/
5 https://minecraft.net/
6 https://education.lego.com/en-us/elementary/intro/wedo2
7 https://www.tts-international.com/bee-bot-programmable-floor-robot/1015268.html
participants initiated the design of digital creative teaching scenarios and had the
opportunity to reflect on the DoCENT Competence Framework and its usefulness in the
process of scenarios design.</p>
      <p>Considering the MOOC and the Serious Game, both were perceived as very useful
resources to be used with students enrolled in teacher training programmes (pre-service,
master or in-service). In addition, the DoCENT Serious Game was seen to be a good
visual resource to support the theoretical training that will appear in the MOOC. It was
perceived as especially useful for new teachers before being introduced to the
theoretical concepts around creativity, i.e. as a reflection and motivation tool. The hands-on
session provoked a discussion between the participants about the necessity to break
within the game the gender stereotypes by avoiding characters that are “a typical
professor” (for example, teacher to be a character with glasses, dressed in typical teacher
clothes and in a classroom environment with standard desk distribution towards a
blackboard).</p>
      <p>During the scenario design sessions, participants sketched specific activities
targeting students’ and courses they regularly teach. These included Didactics, Mathematics,
History and Geography, Language Learning and even Sports, Food and Health at
Bachelor and Master levels. All scenarios were designed as learner-centered and with many
group activities. The majority of the proposals included final presentations of the
teachers’ creations, and often the assessment was planned to be done by peers using the
rubrics proposed by DoCENT.</p>
      <p>The analysis of the produced scenarios revealed that most activities proposed were
considering the use one or more of the methodologies and the tools presented during
the training sessions, such as the educational robotics with BeeBot and LEGO
Education WeDo, and the creation of games with Scratch. Some scenarios were closely
related to the activities presented hands-on sessions (i.e. the new scenarios included the
design of the Scratch game or story-telling and words acquisition with BeeBots, as
proposed by the DoCENT team, although adapted to the concrete learning setting of the
author). The participants commented that they would need further training on other
affordances of each tool in order to exploit their full potential. Considering the choice
of digital tools, participants rarely chose tools they knew from before (i.e. tools that
were not presented in the training), such as tools for 3D design and 3D printing. This
fact hints again that lack of awareness in the target group of the digital tools and their
possibilities for creative teaching practices.</p>
      <p>Participants reflection on the scenario design exercise led to the shared observation
that the activities that stimulate creativity might require extended periods of time, which
is in some occasions limited in the current educational system (both in higher education
for pre-service teachers and in primary/secondary education).
Creativity is considered and important skill for todays and the future EU citizens and it
is widely agreed that it should be nurtured and stimulated from early school and further
in the education. The main actors in this process – the teachers and their trainers, still
lack adequate knowledge and preparation to tackle digital creativity. The proposed
DoCENT approach in Spain combined face-to-face and online MOOC training enriched
with a serious game and scenarios design was perceived as good approach. Other
countries chose different tools but the same methodology.</p>
      <p>We think that this approach reinforces the digital creative competences of teacher
educators in line with the framework proposed by DoCENT. However, more time and
the active use of teachers of other digital technologies are needed to consolidate the
acquired competencies.</p>
      <p>Acknowledgements: This work was supported by the European Commission,
DoCENT project [Erasmus +, Strategic Partnerships for Higher Education, number
20171-IT02-KA203-036807]. This publication reflects the views only of the authors, and
the Commission cannot be held responsible for any use which may be made of the
information contained therein.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Craft</surname>
            <given-names>A.</given-names>
          </string-name>
          :
          <article-title>Childhood, possibility thinking and wise, humanising educational futures</article-title>
          .
          <source>International Journal of Educational Research</source>
          <volume>61</volume>
          ,
          <fpage>126</fpage>
          -
          <lpage>134</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Beghetto</surname>
            <given-names>R A.</given-names>
          </string-name>
          :
          <article-title>Creativity in the classroom</article-title>
          . In: Kaufman JC,
          <string-name>
            <surname>Sternberg</surname>
            <given-names>RJ</given-names>
          </string-name>
          , editors: The Cambridge Handbook of Creativity. Cambridge University Press, p.
          <fpage>447</fpage>
          -
          <lpage>463</lpage>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Beghetto</surname>
            <given-names>R A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Karwowski</surname>
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Educational Consequences of Creativity: A Creative Learning Perspective</article-title>
          . Creativity. Theories - Research - Applications, Volume
          <volume>5</volume>
          : Issue 2,
          <fpage>146</fpage>
          -
          <lpage>154</lpage>
          (
          <year>2018</year>
          ) https://content.sciendo.com/view/journals/ctra/5/2/article-p146.xml
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Loveless</surname>
            <given-names>A.</given-names>
          </string-name>
          : Literature Review in Creativity, Bristol: NESTA Futurelab Series;
          <volume>36</volume>
          p.
          <source>ISBN: 0-9544695-4-2</source>
          (
          <year>2002</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Sefton-Green</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Brown</surname>
          </string-name>
          , L.:
          <article-title>Mapping Progression into Digital Creativity - Catalysts and Disconnects: A State of the Art Report for the Nominet Trust (</article-title>
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <given-names>NACCCE</given-names>
            <surname>Great</surname>
          </string-name>
          <article-title>Britain</article-title>
          .
          <source>National Advisory Committee on Creative</source>
          , et al.:
          <article-title>All our futures: Creativity, culture &amp; education. Dept. for Education and Employment (</article-title>
          <year>1999</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Cremin</surname>
            <given-names>T</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Clack</surname>
            <given-names>J</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Craft</surname>
            <given-names>A</given-names>
          </string-name>
          .
          <source>Creative Little Scientists: Enabling Creativity through Science and Mathematics in Preschool and First Years of Primary Education. D2</source>
          .2. Conceptual Framework:
          <article-title>Literature Review of Creativity in Education</article-title>
          . Athens: EA. (
          <year>2012</year>
          )
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Barajas</surname>
            <given-names>M.</given-names>
          </string-name>
          , Frossard F.:
          <article-title>DoCENT - Digital Creativity Enhanced in Teacher Education - Framework of Digital Creative Teaching Competences (</article-title>
          <year>2019</year>
          ) https://docent-project.eu/sites/default/files/2019-03/o1_
          <article-title>-_framework_of_digital_creative_teaching_competences_-_v1.2</article-title>
          .pdf
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>9. Wikipedia: Torrance Tests of Creative Thinking, https://en.wikipedia.org/wiki/Torrance_Tests_of_Creative_Thinking (last visited 01/07/2019)</mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>