Educating for co‑Production of Community‑Driven Knowledge
In this paper, we present the project, Community Drive, as well as the theoretical and empirical background on which the project is based. Through technical and humanistic collaboration, the project aims to create models that allow children and young people to participate in overcoming future challe...
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Published in | Electronic Journal of E-Learning Vol. 17; no. 3; pp. 222 - 233 |
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Main Authors | , , |
Format | Journal Article Trade Publication Article |
Language | English |
Published |
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Academic Conferences International Limited
01.09.2019
Academic Conferences Limited |
Subjects | |
Online Access | Get full text |
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Summary: | In this paper, we present the project, Community Drive, as
well as the theoretical and empirical background on which the
project is based. Through technical and humanistic collaboration,
the project aims to create models that allow children and young
people to participate in overcoming future challenges in cities by
becoming active and contributing participants in research and
development efforts. Further, the project contributes knowledge
about community‑driven game tools, user‑driven big data and the
Internet of Things and their connection with intelligent and
socially responsible urban development. The project is conducted in
cooperation with the city of Copenhagen, local schools and Aalborg
University. Community Drive involves students, aged 10–13, attending
schools in deprived neighbourhoods near Aalborg University
Copenhagen in southern Copenhagen. This area is characterised by a
high rate of unemployment, low income and residents with little or
no education. As a result, resources have been allocated for
reconditioning the subsidised housing in this area. In this paper,
we discuss the ways in which Community Drive, initiated in May 2018,
is based on the results of pilot projects conducted from 2014 to
2017. Overall, these studies showed that tasking students with
changing their living conditions by redesigning their neighbourhoods
is a strong motivational factor. During the redesign process,
students were able to construct game‑based models of various
residents’ needs and argue for redesigns based on their knowledge
about the area and the ability of certain designs to fulfil the
needs of various groups of residents living in the area. We also
present initial results from collaboration workshops between schools
and professional external local partners. These results show that
three themes are central for the collaboration process: building
local contact, meaningful local ownership and real challenges and
applicable solutions. |
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ISSN: | 1479-4403 1479-4403 |
DOI: | 10.34190/JEL.17.3.005 |