Abstract
In this paper, we present preliminary findings from a design experiment where students and educators participate inhands on workshops about virtual and augmented reality.
The aims of the workshops are to strengthen welfare professionals ́ digital imagination and entrepreneurial competences. The reflexive thematic analysis of data collected in a series of design experiments, leads to some key elements that strengthen students' digital creativity: The first one is about ‘Language and Imagination’. We find, when
the students develop a vocabulary about digital technology as they are developing their digital skills, it is enabling them to hack some impossibilities in reality. They use
their vocabulary to hack some impossibilities in technology.
Secondly, We also find that a playfull learning atmosphere where it is acceptable to create stupid or silly products advances their digital courage.
Courage is one of the most important elements in digital creativity. The third interesting finding is the physical placement of things and people at the workshops. Physical arrangements of tables, computers etc. plays a significant role when it comes to students ́ collaboration. And, not surprisingly, collaboration is key when it comes to advancing creativity. The fourth preliminary finding is connected to the fact that students are role models for other students. Students teaching other
students way of being flawed and curious and their digital skills can help to indicate the next steppingstone for the students, in a more effective way than the teachers at the university.
The aims of the workshops are to strengthen welfare professionals ́ digital imagination and entrepreneurial competences. The reflexive thematic analysis of data collected in a series of design experiments, leads to some key elements that strengthen students' digital creativity: The first one is about ‘Language and Imagination’. We find, when
the students develop a vocabulary about digital technology as they are developing their digital skills, it is enabling them to hack some impossibilities in reality. They use
their vocabulary to hack some impossibilities in technology.
Secondly, We also find that a playfull learning atmosphere where it is acceptable to create stupid or silly products advances their digital courage.
Courage is one of the most important elements in digital creativity. The third interesting finding is the physical placement of things and people at the workshops. Physical arrangements of tables, computers etc. plays a significant role when it comes to students ́ collaboration. And, not surprisingly, collaboration is key when it comes to advancing creativity. The fourth preliminary finding is connected to the fact that students are role models for other students. Students teaching other
students way of being flawed and curious and their digital skills can help to indicate the next steppingstone for the students, in a more effective way than the teachers at the university.
| Original language | English |
|---|---|
| Publication date | Jun 2023 |
| Number of pages | 20 |
| Publication status | Published - Jun 2023 |
| Event | 3E Conference – ECSB Entrepreneurship Education Conference 2023: BACK TO THE FUTURE OF ENTREPRENEURSHIP EDUCATION - VIA UC, Ceresbyen, Aarhus C, Aarhus, Denmark Duration: 10 May 2023 → 12 May 2023 https://3e2023.org/ |
Conference
| Conference | 3E Conference – ECSB Entrepreneurship Education Conference 2023 |
|---|---|
| Location | VIA UC, Ceresbyen, Aarhus C |
| Country/Territory | Denmark |
| City | Aarhus |
| Period | 10/05/23 → 12/05/23 |
| Internet address |
Keywords
- contracting courses
- digital media
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver