=Paper= {{Paper |id=Vol-2524/paper3 |storemode=property |title=Between creative process and creative product: DoCENT mooc for the integration of technology, creativity and learning |pdfUrl=https://ceur-ws.org/Vol-2524/paper3.pdf |volume=Vol-2524 |authors=Luigia Simona Sica,Michela Ponticorvo,Orazio Miglino,Franco Rubinacci |dblpUrl=https://dblp.org/rec/conf/psychobit/SicaPMR19 }} ==Between creative process and creative product: DoCENT mooc for the integration of technology, creativity and learning== https://ceur-ws.org/Vol-2524/paper3.pdf
            Between creative process and creative product: DoCENT
             Mooc for the integration of technology, creativity and
                                   learning

               Luigia Simona Sica[0000-0001-5587-8097]1, Michela Ponticorvo[0000-0003-2451-9539]1 Orazio
                             Miglino[0000-0002-7331-6175]1,2 and Franco Rubinacci1
                      1 University of Naples Federico II, Via Porta di Massa 1, 80133 Naples, Italy


                           2 ISTC-CNR, via San Martino della Battaglia, 44, 00185 Rome, Italy


                                                    lusisica@unina.it



                    Abstract. In this paper, we describe an approach that integrates in an
                    educational tool, namely a MOOC, creativity and digital aspects. Starting from
                    a brief introduction on the attributes that such an approach must have: creative,
                    digital and “open”, this paper describes how these aspects can find their place in
                    educational contexts, giving birth to creatively digital and digitally creative
                    learning environment.



                    Keywords: Mooc, Creativity, Technology, Learning


               Introduction

           Creative, digital and “open” are three key-words to describe socio-cognitive
           challenges of our era, pervasive in every aspect of our daily life. Educational research,
           mirroring this twist, has generated many methodologies, tools and practices exploiting
           the potential of technology in education. However, the effort to bridge technologies
           and open resources with creativity in a learning process remains quite low. This paper
           describes how creative, open and technological can become the core attributes of new
           training approaches and tools.




               Creative, digital and open

           Creative. Creativity is a term that indicates the cognitive ability to create and invent
           something new and valuable. A wide definition describes creativity as the ability to
           generate ideas, insights and solutions that possess the feature to be original and
           flexible [1, 4, 6] or original and effective [5]. Thus, the term “creativity” refers to




Copyright © 2019 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)
different dimensions about which there is not a shared consensus [18]. Anyway,
according to Rhodes four Ps model [17], we can identify four relevant dimensions,
different sides of this complex concept: a. Process; b. Product; c. Press; d. Person. The
first dimension, process, is connected with the cognitive dimension of creativity that
leads to new ideas. In a schematic representation this process can be divided in
different steps: first of all, the problem or the task is identified, thus triggering the
subsequent steps that include preparation, response generation and validation, the
communication to others, at the end, the outcome. Creativity consists in following
these steps in an unforeseen and unusual way, anyway leading to a new product.
Product is indeed the second dimension of creativity and includes material elements
such as artefacts, artworks, innovative tools, as well as immaterial elements including
theoretical perspective, new frame of reference, etc. Also, the external environment,
press, where creative process takes place, plays a relevant role. The fourth dimension
is person and refers to personality and cognitive traits that define a creative person.
They include broad interests, independence of judgement, openness, intrinsic
motivation, creative self-concept [2, 7,10, 11, 20].
Creativity is therefore important, at individual level, as an individual resource [21], a
way to adapt and as a latent power. In fact, literature highlighted that creativity could
be interpreted as an individual resource, mostly in terms of adjustment. Indeed,
creativity was considered one of the main personality traits useful both for adaptation
and maladjustment of individuals to environment [10].
    Digital. Technology is pervasive in many fields, including education where it has
produced the so-called Technology Enhanced Learning approach (TEL, learning
boosted by technology), a broader and more far-reaching idea than concerns the
impact on learning and teaching. Recent international studies [22] have in fact
highlighted how the use of tools in digital mode is now part not only of people habits,
but directly affects the cognitive, affective and relational development of individual
from the early stages of life. Moreover, from a socio-relational point of view, it is
evident how the use of new digital technologies (transposed online, see social
networks) is configured as a real form of social activity [14]. Recently, some research
approaches have proposed to join the digital side to the physical ones [8, 9, 16, 25,
26], giving an idea of how much is relevant the digital in the present days.
    Open. "Open" has become a crucial word in the last decade [12, 13]. The "open"
philosophy has inspired one of the most important educational movements in the last
decade (Open Access) whose basic idea is to promote shared values and principles in
the way of thinking about creation, organization and sharing of knowledge,
conceptualized as a common good [24].
    Teaching/learning contexts have hosted "digital" and "open" idea: the first principle
of the open philosophy in education is that the sharing of "knowledge is a good thing
to do" and the sixth declares: “open sharing will speed up the development of new
learning resources, stimulate internal improvement, innovation and reuse” [15].
                                                                                    3




   The DoCENT MOOC

 MOOC is an open access type of online course (Open Access), which provides for
 extensive participation via the web (Massive) based on the use of open educational
 materials (OERs) that can be produced by the institutions themselves that organize
 these courses, or even taken freely from OER communities. The term MOOC,
 acronym of Massive Open Online Course, coined by David Cormier [3] now refers to
 a variety of online and blended courses.
 The DoCENT Mooc hosts the first attribute, creative, as well. Indeed, Online modules
 in the MOOC focus on how to use the technologies suggested by the project and how
 to apply them in educational contexts to promote digital creativity. Following a
 sandbox approach, teacher educators will be able to choose among the available
 modules, according to their teaching interests, objectives and contexts.
 The Docent MOOC covers the main issue of the DoCENT project, Digital Creativity
 ENhanced in Teacher education, funded under ERASMUS + framework. It will be
 made up of 8 lessons, with textual material and introductory videos. The goal of the
 MOOC is to give teachers and teachers' educators some indications to make their
 lesson more digitally creative and creatively digital and to describe some tools that
 can be included in their teaching routines [19, 23].
 Moreover, each lesson is enriched by relevant additional materials. The on-line
 modules focus on how to prepare teacher educators to teach creatively through digital
 technologies. They include the MOOC and the OER.
 According to the project, the curriculum includes the following topics:



                           Table 1. DoCENT Mooc main topics
  - Main concepts and pedagogical approaches around digital creativity



  - Introduction to the model of digital creative teaching competences for ITE



  - Pedagogical approaches and associated technologies to foster digital creativity, i.e.
GBL (Minecraft, Game Maker, etc.), robotics (e.g. Lego Mindstorm and Wedo), manipulative
and tangible technologies (e.g. Blockmagic)
 - Design and application of digital creative learning scenarios, based on teachers’ interests
                                   and areas of expertise



Following this structure, the MOOC index is the following:

 Lesson 1: Digital creativity in education
 UNIT 1 - Defining creativity
 UNIT 2 - Creative education
 Lesson 2: Digital creativity in education: the DoCENT approach
 UNIT 1 - DoCENT competence framework for digital creative teaching
 UNIT 2 - Digital creative pedagogies: GBL, tangible interfaces, educational robotics and
 STEM education.
 Lesson 3: Approaches and tools for integrating digital creativity in Teacher Education
 UNIT 1: Game-based learning, gamification and serious games
 UNIT 2: DoCENT approach to GBL
 Lesson 4: Digital creativity through tangibles interface
 UNIT 1: theoretical introduction,
 UNIT 2: application and examples
 Lesson 5: Digital creativity through educational robotics
 UNIT 1: theoretical introduction,
 UNIT 2: application and examples
 Lesson 6: Digital creativity for STEM education
 UNIT 1: theoretical introduction
 UNIT 2: application and examples
 Lesson 7: Inquiry-based learning
 UNIT 1: theoretical introduction
 UNIT 2: application and examples
 Lesson 8: Evaluation about Digital creativity
 UNIT 1: evaluation models and framework,
 UNIT 2: evaluation tools


The DoCENT MOOC is hosted by the Federica platform, that provides:
   - a learning space: the platform will host the learning activities of the MOOC on-
line modules, the serious game and the OERs.
   - a collaboration space: the platform will offer a wide range of social networking
tools to facilitate communication (either synchronous or asynchronous) and
collaboration, e.g. forum, wiki, blog, chat, online videoconferencing. These
                                                                                             5




functionalities will facilitate the development of partnerships among teacher educators
and EdTech stakeholders, as well as the creation of a sustainable CoP. Furthermore,
users will be able to upload their own resources (user generated content).



  Conclusion and future directions

   In the challenge that education is called to meet, a relevant role is played by
teachers, as they are, together with students, the leading characters on the education
stage. In education, creativity can stimulate imaginative activity generating outcomes
that are original and valuable in relation to the learner and digital technologies can be
the medium to promote creativity, under the guidance of teachers that promote
creative expression by the means of digital tools, teach how to use digital tools in a
creative way, design, implement and propose to learners creative learning scenarios.
The DoCENT Mooc represents an open digital source, theoretically based and
psycho-pedagogically validated course to explore and boost up teachers’ creativity
processes in order to implement creative educational products, that in turn promote
students creative learning.


  Acknowledgment

   The DoCENT project (Digital Creativity ENhanced in Teacher education) is co-
funded by the Erasmus+ programme of the European Union, in the call Key Activity 2
– Strategic Partnership and runs between October 2017 and September 2019.


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