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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.

Proceedings of the COM’n’PLAY-Science Final Conference

This is a report consisting in the proceedings of the COMnPLAYScience Final Conference that will be organised in M42 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 readerfriendly edited document meant to inform the interested average reader outside 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 Knowledge Kit and Roadmap for Europe

A report presenting the overall and final outcomes of Task 43 and more generally of the whole project It consists of two parts a the COMnPLAYScience Knowledge Kit a modular set of readerfriendly practiceoriented publications summarizing the findings of the project about the nature and impact of coding making and playbased informal science learning and corresponding good practices and b the COMnPLAYScience Roadmap for Europe a detailed concerted account by the consortium the stakeholder communities and policy makers of the potential for short medium and longterm impact NTNU 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 readerfriendly edited document meant to inform the interested average reader outside the project

CoM’n’Play-Science Research on Impact on Science Education and Society Report

A comprehensive research report presenting the outcomes of Tasks 32 and 33 The deliverable will present all findings of the conducted comprehensive empirical research investigating the existing and potential impact of informal science learning occurring through coding making and play activities on a science education and b on society with a special focus on contributions towards scientific citizenship and the development of an RRI culture NTNU is in charge of delivering this report in close collaboration with FORTH 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 readerfriendly 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 Final Report

This deliverable is the final outcome of Task 31 It is the final version of a comprehensive research report which will present all 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 persons 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 31 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 readerfriendly 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 constitutes the final update of deliverable D31

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.

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

This is a report consisting in the proceedings of the Second COMnPLAYScience Research and Innovation Workshop that will be organised in M37 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 a readerfriendly edited document meant to inform the interested average reader outside the project

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.

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

This deliverable is the final outcome of Task 23 It is the final 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 readerfriendly 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 constitutes the final update of deliverable D22

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Publications

Introducing the Spanish and Dutch Adaptation of the FunQ

Author(s): Gabriella Tisza; Adrián Gollerizo; Panos Markopoulos
Published in: CHI PLAY (Companion), 2, 2019
Publisher: ACM
DOI: 10.1145/3341215.3356265

Researchers' Toolbox for the Future: Empowering Children to Shape Their Future.

Author(s): Sirkku Kotilainen; Jussi Okkonen; Guna Spurava; Ole Sejer Iversen; Netta Iivari; Marianne Kinnula; Sumita Sharma
Published in: NordiCHI '20: Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, 4, 2020
Publisher: ACM
DOI: 10.1145/3419249.3420082

shifting social perspectives to empower individuals with special needs

Author(s): Sumita Sharma; Krishnaveni Achary; Marianne Kinnula; Netta Iivari; Blessin Varkey
Published in: IDC '20: Proceedings of the Interaction Design and Children Conference, 19, 2020
Publisher: ACM
DOI: 10.1145/3392063.3394394

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, 5, 2019
Publisher: ACM

designing the future of technology with and for children

Author(s): Marianne Kinnula; Netta Iivari; Sirkku Kotilainen; Jussi Okkonen; Sumita Sharma
Published in: IDC (Extended Abstracts), 9, 2020
Publisher: ACM
DOI: 10.1145/3397617.3398064

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, ISBN 9781-450362665
Publisher: ACM Press
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, ISBN 9781-450362665
Publisher: ACM Press
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, ISBN 9781-450366908
Publisher: ACM Press
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, 2, 2019, Page(s) 297-303, ISBN 978-1-7281-3888-6
Publisher: IEEExplore
DOI: 10.1109/acii.2019.8925493

"""Arseing around was Fun!"" Humor as a Resource in Design and Making"

Author(s): Netta Iivari; Marianne Kinnula; Leena Kuure; Tiina Keisanen
Published in: CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, 16, 2020
Publisher: ACM
DOI: 10.1145/3313831.3376169

Looking at the Design of Making-Based Coding Activities Through the Lens of the ADDIE Model

Author(s): Sofia Papavlasopoulou; Michail N. Giannakos
Published in: Lecture Notes in Educational Technology, 2, 2020
Publisher: Springer
DOI: 10.1007/978-981-15-6747-6_8

Patterns in informal and non-formal science learning activities for children–A Europe-wide survey study

Author(s): Gabriella Tisza; Sofia Papavlasopoulou; Dimitra Christidou; Netta Iivari; Marianne Kinnula; Iro Voulgari
Published in: International Journal of Child-Computer Interaction, 5, 2020, ISSN 2212-8689
Publisher: Elsevier BV
DOI: 10.1016/j.ijcci.2020.100184

Using the lens of science capital to capture and explore children’s attitudes toward science in an informal making-based space

Author(s): Dimitra Christidou, Sofia Papavlasopoulou, Michail Giannakos
Published in: Information and Learning Sciences, 2021, ISSN 2398-5348
Publisher: Emerald Publishing Limited
DOI: 10.1108/ils-09-2020-0210

The show must go on!:Strategies for making and makerspaces during pandemic

Author(s): Marianne Kinnula; Iván Sánchez Milara; Behnaz Norouzi; Sumita Sharma; Netta Iivari
Published in: International Journal of Child-Computer Interaction, 11, 2021, ISSN 2212-8689
Publisher: Elsevier BV
DOI: 10.1016/j.ijcci.2021.100303

Finding fun in non-formal technology education

Author(s): Maija Pienimäki; Marianne Kinnula; Netta Iivari
Published in: International Journal of Child-Computer Interaction, 20, 2021, ISSN 2212-8689
Publisher: Elsevier BV
DOI: 10.1016/j.ijcci.2021.100283

Computational thinking education: Issues and challenges

Author(s): Angeli, Charoula; Giannakos, Michail; Angeli, Charoula; Giannakos, Michail
Published in: Computers in Human Behavior, 4, 2020, ISSN 0747-5632
Publisher: Pergamon Press Ltd.
DOI: 10.1016/j.chb.2019.106185

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, 21, 2019, Page(s) 65-76, ISSN 2212-8689
Publisher: Elsevier BV
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
Publisher: Pergamon Press Ltd.
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, 99, 2019, Page(s) 415-427, ISSN 0747-5632
Publisher: Pergamon Press Ltd.
DOI: 10.1016/j.chb.2019.01.008

FunQ: Measuring the fun experience of a learning activity with adolescents

Author(s): Gabriella Tisza; Panos Markopoulos
Published in: Current Psychology, 12, 2021, ISSN 1046-1310
Publisher: Transaction Publishers
DOI: 10.1007/s12144-021-01484-2

Monitoring Children's Learning Through Wearable Eye-Tracking: The Case of a Making-Based Coding Activity

Author(s): Michail N. Giannakos; Sofia Papavlasopoulou; Kshitij Sharma
Published in: IEEE pervasive computing, 7, 2020, ISSN 1536-1268
Publisher: IEEE Computer Society
DOI: 10.1109/mprv.2019.2941929