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Learning science the fun and creative way: coding, making, and play as vehicles for informal science learning in the 21st century

Deliverables

Community Building Methods and Tools

A report presenting outcome of Tasks 4.1 and 4.2 in the form of practical community building methods and tools which will facilitate the development of a community of stakeholders and policy makers around the project, their consultation, and their involvement in the participatory research in all stages of the project. FORTH is in charge of delivering this report, with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available in electronic form through the project website as a reader-friendly edited document meant to inform not only the consortium in the next steps of the project, but also the interested average reader outside the project wishing to get involved in community building linked to the project.

CoM’n’Play-Science Identified Practices and Research Sample

A report presenting the outcomes of Tasks 2.1 and 2.2. The deliverable will include: a) a detailed account of the identified and pooled practices; and b) a detailed account of the selected practices out of those identified and pooled, which will be subsequently analysed in the context of the in-depth research. TUE is in charge of delivering this report, in close collaboration with NTNU, and with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available in electronic form through the project website as a reader-friendly edited document meant to inform not only the consortium in the next steps of the project, but also the interested average reader outside the project.

CoM’n’Play-Science Conceptual and Methodological Framework

A report presenting the outcomes of Task 1.1 and partially of Task 1.2. The deliverable will include: a) the comprehensive conceptual framework which will integrate all aspects of the project into a unifying conceptual map serving as the conceptual baseline shared by the consortium and guide the design and implementation of the project; and b) the operationalization of the objectives of the project and of the conceptual framework into a detailed methodological design. NTNU is in charge of delivering this report, in close collaboration with TUE, and with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available in electronic form through the project website as a reader-friendly edited document meant to inform not only the consortium in the next steps of the project, but also the interested average reader outside the project.

Proceedings of the First COM’n’PLAY-Science Research and Innovation Workshop

This is a report consisting in the proceedings of the First COM’n’PLAY-Science Research and Innovation Workshop that will be organised in M17. TUE is in charge of delivering this report, with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available in electronic form through the project website as a reader-friendly edited document meant to inform the interested average reader outside the project.

CoM’n’Play-Science Research Instuments and Tools

A report presenting outcomes of Task 1.2, in the form of specific research instruments and tools in line with the developed methodological design (D1.1). UOULU is in charge of delivering this report, with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available in electronic form through the project website as separate research instruments and tools (documents to print, software to install), and as an accompanying usage manual and relevant report in the form of a reader-friendly edited document meant to inform not only the consortium in the next steps of the project, but also the interested average reader outside the project.

CoM’n’Play-Science Research on Learning Interim Report

This deliverable is the interim outcome of Task 3.1. It is a first version of a comprehensive research report which will present the interim findings of the conducted comprehensive empirical research investigating the ways in which making, coding and play activities foster engagement in science more widely, and how a young person’s engagement in different making, coding and play activities may be understood in terms of their science capital, including all the research aspects covered in Task 3.1. UOULU is in charge of delivering this deliverable, with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available in electronic form through the project website as a reader-friendly edited document meant to inform not only the consortium in the next steps of the project, but also the interested average reader outside the project. It is finally updated through the delivery of deliverable D3.2.

CoM’n’Play-Science Online Inventory of Practices – First Version

This deliverable is the interim outcome of Task 2.3. It is a first version of the online inventory which offers all identified and pooled practices to the public, appropriately categorized and annotated in the light of the findings of the research, including extensive case studies of those practices investigated in depth. FORTH is in charge of delivering this deliverable, with substantial contributions from all project partners from the perspective of their fields of expertise. This deliverable will become available as a section of the project website, and will be accompanied by a usage manual and explanatory report in the form of a reader-friendly edited electronic document meant to inform not only the consortium in the next steps of the project, but also the interested average reader outside the project. It is finally updated through the delivery of deliverable D2.3.

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Publications

The role of age and gender on implementing informal and non-formal science learning activities for children

Author(s): Gabriella Tisza, Sofia Papavlasopoulou, Dimitra Christidou, Iro Voulgari, Netta Iivari, Michail N. Giannakos, Marianne Kinnula, Panos Markopoulos
Published in: Proceedings of the FabLearn Europe 2019 conference on ZZZ - FabLearn Europe '19, 2019, Page(s) 1-9
DOI: 10.1145/3335055.3335065

Empowered to Make a Change - Guidelines for Empowering the Young Generation in and through Digital Technology Design

Author(s): Marianne Kinnula, Netta Iivari
Published in: Proceedings of the FabLearn Europe 2019 conference on ZZZ - FabLearn Europe '19, 2019, Page(s) 1-8
DOI: 10.1145/3335055.3335071

Joint Emotional State of Children and Perceived Collaborative Experience in Coding Activities

Author(s): Kshitij Sharma, Sofia Papavlasopoulou, Michail Giannakos
Published in: Proceedings of the Interaction Design and Children on ZZZ - IDC '19, 2019, Page(s) 133-145
DOI: 10.1145/3311927.3323145

From Pixels to Affect: A Study on Games and Player Experience

Author(s): Makantasis, Konstantinos; Liapis, Antonios; Yannakakis, Georgios N.
Published in: Proceedings of the International Conference on Affective Computing and Intelligent Interaction, Issue 2, 2019, Page(s) 297-303
DOI: 10.1109/acii.2019.8925493

Coding games and robots to enhance computational thinking: How collaboration and engagement moderate children’s attitudes?

Author(s): Kshitij Sharma, Sofia Papavlasopoulou, Michail Giannakos
Published in: International Journal of Child-Computer Interaction, Issue 21, 2019, Page(s) 65-76, ISSN 2212-8689
DOI: 10.1016/j.ijcci.2019.04.004

Coding activities for children: Coupling eye-tracking with qualitative data to investigate gender differences

Author(s): Sofia Papavlasopoulou, Kshitij Sharma, Michail N. Giannakos
Published in: Computers in Human Behavior, 2019, ISSN 0747-5632
DOI: 10.1016/j.chb.2019.03.003

Exploring children's learning experience in constructionism-based coding activities through design-based research

Author(s): Sofia Papavlasopoulou, Michail N. Giannakos, Letizia Jaccheri
Published in: Computers in Human Behavior, Issue 99, 2019, Page(s) 415-427, ISSN 0747-5632
DOI: 10.1016/j.chb.2019.01.008