Creative thinking experimentations for entrepreneurship with a disruptive, personalised and mobile game-based learning ecosystem

Petros Lameras, Thrasyvoulos Tsiatsos, Panagiotis Petridis, Dimitris Tolis, Fotis Liarokapis, Despina Anastasiadou, Aristidis Protopsaltis, Maurice Hendrix, Sylvester Arnab

Research output: Chapter in Book/Report/Conference proceedingConference publication

Abstract

Based on an unprecedented need of stimulating creative capacities towards entrepreneurship to university students and young researchers, this paper introduces and analyses a smart learning ecosystem for encouraging teaching and learning on creative thinking as a distinct feature to be taught and learnt in universities. The paper introduces a mashed-up authoring architecture for designing lesson-plans and games with visual learning mechanics for creativity learning. The design process is facilitated by creativity pathways discerned across components. Participatory learning, networking and capacity building is a key aspect of the architecture, extending the learning experience and context from the classroom to outdoor (co-authoring of creative pathways by students, teachers and real-world entrepreneurs) and personal spaces. We anticipate that the smart learning ecosystem will be empirically evaluated and validated in future iterations for exploring the benefits of using games for enhancing creative mindsets, unlocking the imagination that lies within, practiced and transferred to multiple academic tribes and territories.

Original languageEnglish
Title of host publicationProceedings of IMCL2015 – 2015 International Conference on Interactive Mobile Communication Technologies and Learning
PublisherIEEE
Pages348-352
Number of pages5
ISBN (Print)978-1-4673-8243-4
DOIs
Publication statusPublished - Dec 2015
Event9th International Conference on Interactive Mobile Communication Technologies and Learning - Thessaloniki, Greece
Duration: 19 Nov 201520 Nov 2015

Conference

Conference9th International Conference on Interactive Mobile Communication Technologies and Learning
Abbreviated titleIMCL 2015
CountryGreece
CityThessaloniki
Period19/11/1520/11/15

Keywords

  • creative mindsets
  • creativity
  • disruptive mobile games
  • entrepreneurship
  • higher education
  • problem-based learning

Fingerprint Dive into the research topics of 'Creative thinking experimentations for entrepreneurship with a disruptive, personalised and mobile game-based learning ecosystem'. Together they form a unique fingerprint.

  • Research Output

    • 1 Conference publication

    Green@CU: an environmental game for residential accommodation

    Petridis, P., Liarokapis, F., Lameras, P., Hendrix, M., Dunwell, I., Babaoukas, A., Smithson, E. & Gaterell, M., Dec 2015, Proceedings of IMCL2015 – 2015 International Conference on Interactive Mobile Communication Technologies and Learning. IEEE, p. 269-273 5 p.

    Research output: Chapter in Book/Report/Conference proceedingConference publication

  • Cite this

    Lameras, P., Tsiatsos, T., Petridis, P., Tolis, D., Liarokapis, F., Anastasiadou, D., Protopsaltis, A., Hendrix, M., & Arnab, S. (2015). Creative thinking experimentations for entrepreneurship with a disruptive, personalised and mobile game-based learning ecosystem. In Proceedings of IMCL2015 – 2015 International Conference on Interactive Mobile Communication Technologies and Learning (pp. 348-352). IEEE. https://doi.org/10.1109/IMCTL.2015.7359617