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...
-
March 1, 2023 (v1)BookUploaded on: March 25, 2023
-
March 1, 2023 (v1)Book
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...
Uploaded on: March 25, 2023 -
2019 (v1)Journal article
L'analyse des traces d'apprentissage est un sujet de grande actualité qui suscite de nombreux travaux au sein de la communauté scientifique. Daniel Peraya (2019), dans son appel au débat « Les Learning Analytics en question » nous invite à comprendre ce phénomène tant du point de vue historique que de celui des enjeux actuels. D'une part, les...
Uploaded on: December 4, 2022 -
June 8, 2019 (v1)Book section
Cognitive flexibility is an important ability to adapt to changing situations. We consider the evolution of technologies in the digital era as a changing situation requiring the individuals to maintain a certain cognitive flexibility. Across the lifespan, cognitive flexibility is an essential ability to adapt to a continuous evolution of...
Uploaded on: December 4, 2022 -
March 13, 2023 (v1)Report
Data Management Plan (DMP) of the #Scol_IA SIG "Renewal of digital practices and creative uses of AI". The DMP is created using DMP OPIDoR, based on the "Science Europe-DMP template" provided by Science Europe.
Uploaded on: July 1, 2023 -
July 30, 2019 (v1)Book section
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...
Uploaded on: December 4, 2022 -
January 29, 2010 (v1)Publication
Adult students get involved in Virtual Campus (VC) programs because of the time flexibility facilitated by distance learning education. However, they may have heavy schedule constraints, induced by their work, family and social commitments. For them, flexibility is both a necessity and a challenge for the regulation of their learning times on...
Uploaded on: December 4, 2022 -
January 13, 2016 (v1)Journal article
International audience
Uploaded on: December 4, 2022 -
July 5, 2024 (v1)Publication
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,...
Uploaded on: July 10, 2024 -
July 26, 2023 (v1)PresentationOpen
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....
Uploaded on: July 26, 2023 -
March 1, 2023 (v1)Report
Artificial intelligence is a concept that generates different types of reactions from educational actors. First of all, it is a concept that may seem very far from educational reality and generate fears related to the type of data processing that will be used. On the other hand, too positive expectations could also be expected of AI in...
Uploaded on: June 4, 2023 -
2020 (v1)Book section
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.
Uploaded on: December 4, 2022 -
June 10, 2023 (v1)PosterOpen
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...
Uploaded on: July 23, 2023 -
December 1, 2020 (v1)Book section
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...
Uploaded on: December 4, 2022 -
November 15, 2022 (v1)Journal article
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...
Uploaded on: June 2, 2023 -
June 8, 2021 (v1)Conference paper
In order to analyze creative problem solving in the context of an educational robotics task we present a task model in the form of a directed graph between different states between the initial situation and one of the potential solutions. To analyze the creative problem-solving process, process data is collected using the same protocol. A trace...
Uploaded on: December 4, 2022