%0 Conference Proceedings %T Making as a Pathway to Foster Joyful Engagement and Creativity in Learning %+ Norwegian University of Science and Technology [Trondheim] (NTNU) %+ Aarhus University [Aarhus] %+ Ellinogermaniki Agogi %A Giannakos, Michail, N. %A Divitini, Monica %A Iversen, Ole, Sejer %A Koulouris, Pavlos %Z Part 5: Workshops and Tutorials %< avec comité de lecture %( Lecture Notes in Computer Science %B 14th International Conference on Entertainment Computing (ICEC) %C Trondheim, Norway %Y Konstantinos Chorianopoulos %Y Monica Divitini %Y Jannicke Baalsrud Hauge %Y Letizia Jaccheri %Y Rainer Malaka %I Springer International Publishing %3 Entertainment Computing - ICEC 2015 %V LNCS-9353 %P 566-570 %8 2015-09-29 %D 2015 %R 10.1007/978-3-319-24589-8_58 %K Maker movement %K entertainment technologies %K creativity %K knowledge construction %K technological fluency %K constructionist %Z Computer Science [cs]Conference papers %X The International Workshop of Making as a Pathway to Foster Joyful Engagement and Creativity in Learning (Make2Learn) aims to discuss the introduction of creative and joyful production of artifacts in the learning processes. A variety of environments have been developed by researchers to introduce making principles to young students. Making principles enable them foster co-creativity and joy in learning processes and construct knowledge. By involving students in the design decisions they begin to develop technological fluency and the needed competences, in a joyful way. Make2Learn aims to bring together international researchers, educators, designers, and makers for the exploration of making principles towards the acquisition of 21st Century learning competences, by employing the state of the art aspects of entertainment technologies, new media, gaming, robotics, toys and applications. The main objective is to build a research community around this topical area. In particular, Make2Learn aims to develop a critical discussion about the well-established practices and entertainment technologies of the maker movement, and expected outcomes of putting them into practice under different spaces such as Hackerspaces, Makerspaces, TechShops, FabLabs etc. This will allow us to better understand and improve the value of Maker philosophy and the role of entertainment technologies to support teaching and learning. %G English %Z TC 14 %2 https://inria.hal.science/hal-01758432/document %2 https://inria.hal.science/hal-01758432/file/371182_1_En_58_Chapter.pdf %L hal-01758432 %U https://inria.hal.science/hal-01758432 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-9353