Social Creativity in the Design of Digital Resources Interweaving
Math with Environmental Education
The Case Study of the Climate Change C-Book
Maria Daskolia
1,2
, Angeliki Kolovou
1,3
and Chronis Kynigos
1,3
1
Computer Technology Institute (CTI) and Press "Diophantus”, 26-28 Mitropoleos, Athens, Greece
2
Environmental Education Lab, Department of Philosophy-Pedagogy-Psychology, University of Athens, Athens, Greece
3
Educational Technology Lab, Department of Philosophy-Pedagogy-Psychology, University of Athens, Athens, Greece
Keywords: Social Creativity, Socio-technical Environments, Communities of Interest, Creative Mathematical Thinking,
Climate Change, Design of Digital Educational Resources, Mathematics Education,
Environmental Education, MC
2
Project.
Abstract: This study focuses on how social creativity is manifested in the collective design of digital educational
resources (called “c-books”, c for creativity) aiming to foster students’ creative mathematical thinking. We
investigate social creativity as a process by focusing on the boundary-crossing encounters taking place
within a socio-technical environment constituted of teachers of diverse expertise interacting with each other
and with the C-Book technology, while designing a c-book on “Climate Change”. The analysis of two
critical episodes shows that during the design process the socio-technical environment allowed the
communication and coordination of diverse perspectives enhancing the designers/ teachers creativity and
leading to the transformation of initial ideas into ‘tangible’ objects.
1 INTRODUCTION
1.1 Social Creativity in the Design of
Digital Educational Resources
‘Social Creativity’ has been proposed as a
theoretical frame for understanding and fostering
creativity in collectives operating within particular
technological environments. This approach, which
was primarily put forward and developed by Gerald
Fischer (Fischer, 1999; 2000; 2001; 2004; 2005;
2011) and his team (Fischer and Ostwald, 2005;
Fischer et al., 2005), is based on the assertion that no
human creation has ever arisen in conditions of
absolute isolation from either other people or other
people’s ideas and works. It addresses creative
performance as it grows out of the interactions
among members of a specific group or community,
and between them and particular computational
media, technologies and artefacts.
The synergy between all participating parts
constitutes a ‘socio-technical environment’, an
appropriate and purposefully designed setting for
supporting social creativity to attain specific goals.
This system consists of a community of creative
practitioners, the Community of Interest, whose
performance is facilitated and/or boosted in close
interaction with ‘technical’ infrastructures
specifically designed to amplify the outcome of their
collaborative efforts towards fulfilling the task at
stake (Fischer, 2004; Fischer et al., 2005).
More particularly, a Community of Interest
(CoI), differs from a Community of Practice (CoP)
(Lave and Wenger, 1991; Wenger, 1998) in that CoI
members are representatives of more than one CoPs,
who were brought together to solve a particular
problem of common concern. A CoI is thus
‘defined’ both by heterogeneity in the disciplinary
and/ or professional backgrounds of its members,
and by the members’ shared interest in dealing with
a particular problem or task. This combination is
suggested as a prerequisite for developing new
insights to a problem or a practice (Bonifacio and
Molani, 2003; Csikszentmihalyi, 1996).
Social creativity as a construct has been mainly
conceived in relation to the design practice (Fischer,
1999; 2000). Design problems are recognized as
complex, open-ended, ill-defined and fuzzy
problems requiring the contribution of various
134
Daskolia, M., Kolovou, A. and Kynigos, C.
Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate Change C-Book.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 1, pages 134-143
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
actors. Collaboration among professionals with
various backgrounds and expertise is therefore
considered a necessary prerequisite for addressing
them. ‘Learning design’ or ‘design for learning’
(Laurillard, 2012), defined as the practice of
devising effective learning experiences aimed at
achieving defined educational objectives in a given
context, is a more recent strand in the design
practice, opening up a new field for teachers’
professional development in the 21
st
century
education systems. Under this perspective, teachers
are encouraged to work collaboratively both within
their own Communities of Practice, but also and
more importantly beyond these, with other education
professionals or with experts outside the education
sector, and with the aid of emerging technologies, to
creatively design effective and innovative teaching
and learning processes and resources. Their
participation in such contexts can promote quality
and innovation in education along with their
professional development (Emin-Martínez et al.,
2014).
The 'Mathematical Creativity Squared' (MC2)
project, within which research presented here is
being conducted, builds on these theoretical
perspectives and rationale, with the aim to identify
new settings and methods for boosting creativity in
the collaborative design of digital educational
resources for creative mathematical thinking (CMT).
These collaborative designs are based among other
things on the synergies between designers from
diverse disciplinary domains, school levels or
teaching subjects, such as those of Math and
Environmental Education (Kynigos, 2015a; Kynigos
and Daskolia, 2014). This is being accomplished
through (a) the development and use of a new genre
of technological environment for the design of
digital educational resources for mathematics, that is
an authorable e-book we call 'the c-book' (c for
creative), and (b) the adoption of a specific
methodology based on the generation of particular
Communities of Interest (CoI) consisted of teachers
with different disciplinary, epistemological and/ or
teaching backgrounds, brought together to
collaborate and create new learning designs for
mathematics.
Two focal design specifications for the design of
such creative educational resources (the c-books) is
(a) to interweave learning activities with narratives,
and (b) to center them all around the identification
and investigation of real-life and real-world
problems. Both were decided with the aim to
motivate students to get them more actively and
creatively involved in ‘finding the mathematics’
hidden behind some of the challenging current issues
of societal concern. These issues are by nature ill-
defined, complex, controversial, value-laden, and
require the application of various perspectives
simultaneously to grasp them holistically (Daskolia
and Kynigos, 2012). However, it is exactly their
inherent messiness and complexity that make them
'good' examples of creativity-triggering topics, and
amenable to foster students' creative thinking. It also
turns them into “boundary objects” (Star and
Griesemer, 1989; Daskolia and Kynigos, 2012), that
is entities which can be interpreted and employed by
more than one groups or communities in ways that
make sense to them.
Dealing with issues of these characteristics at a
pedagogical level provides many opportunities for
teachers and learners to get engaged in dialogical
forms of meaning-construction and perspective-
sharing. This expands the “boundaries” of their
knowing of and being in the world, both inside and
across the realms of their discipline (Kynigos, 2007;
Daskolia and Kynigos, 2012). Processes of this kind
can be identified as creative appropriation of
subject-matter and pedagogical knowledge.
1.2 Boundary-crossing Interactions as
Agents of Social Creativity
One way of approaching and studying social
creativity in the context of M C Squared project is as
being located in and nurtured by the ‘boundary
crossing’ encounters taking place among the CoI
members, in the mechanisms and strategies
employed by them, and as outcomes of these
processes. ‘Boundary-Crossing’ and ‘Boundary
Objects’ have been proposed by Akkerman and
Bakker (2011) as a framework for approaching the
sociocultural differences that give rise to
discontinuities in action and interaction” (p. 139). A
Community of Interest (CoI) is such a setting where
boundary crossing processes most expectedly can
occur. This is because the different 'worlds' of the
CoI members (represented in terms of their
knowledge background, disciplinary domain,
professional expertise, life experience, pedagogical
values and/or epistemological perspectives)
inevitably cause ‘discontinuities’. But, they can also
act at the same time as springboards for creativity,
by mobilizing learning processes and re-
conceptualisations of practice to overcome these
discontinuities, through “negotiating and combining
ingredients from different contexts to achieve hybrid
situations” (Engeström et al., 1995, p. 319).
Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate
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135
Boundary objects are ‘objects’ employed by
people engaged in such interactions to be used for
the negotiation and overcoming of such
discontinuities and the ‘re-establishment of action
and interaction’ (Akkerman and Bakker, 2011).
They actually facilitate boundary crossing processes
by fulfilling a bridging function (Star, 2010)
between their ‘intersecting social worlds’.
According to Star and Griesemer (1989) what turns
an ‘object’ into becoming a boundary object is:
- its interpretative flexibility: boundary objects
have different meanings in different social
worlds, but at the same time they have a structure
that is common enough to make them
recognizable across these worlds,
- the fact they act as means of translation: they
allow different groups to work together, based on
a back-and-forth movement between ill-
structured use in cross-site work and well-
structured use in local work.
Akkerman and Bakker (2011) propose the following
four types of mechanisms as being employed during
boundary crossing encounters taking place between
or within individuals. These are:
(a) Identification of the boundaries between two (or
more) ‘worlds’, when people come to act in these
‘worlds’ simultaneously. Although
discontinuities may not be overcome, the
learning potential resides in a renewed sense-
making of different practices and related
identities related to each of these ‘worlds’.
(b) Coordination of activity flow acknowledging
diverse ‘sites’, leading to the overcoming of
boundaries, in the sense that continuity is
established, facilitating future effortless
movement between different ‘sites’.
(c) Reflection on the differences between practices
through perspective-making and perspective-
taking, leading to a new and more enriched view
of the world and one’s identity.
(d) Transformation leading to changes in practices,
potentially the creation of a new, in-between
practice, through dialogue and collaboration
between individuals at either side of the
boundary.
2 THE “CLIMATE CHANGE”
C-BOOK: A CASE STUDY
The study presented here focuses on identifying and
understanding how social creativity was manifested
in the collective design of a specific c-book, namely
the “Climate Change” c-book, produced within the
context of M C Squared project. This c-book was
collaboratively designed by members of a Greek
CoI, comprised of educational designers/ teachers
from diverse disciplinary backgrounds, school levels
and teaching subject practices, making use of the C-
Book technology.
2.1 The “Climate Change” C-Book:
Theme, Design Process and
Product
The “Climate Change” c-book unit was designed
with the aim to foster creative mathematical thinking
(CMT) in its prospective users (secondary education
students), by inducing mathematical concepts and
mathematical thinking processes in reference to
identifying and/or analysing various dimensions of
the climate change issue, and by promoting the
students’ active engagement and experimentation
with them.
The selection of “climate change” as the
narrative theme of the c-book was not made
arbitrarily. Climate change is recognised as one of
the greatest societal challenges of our times,
encompassing various (environmental, economic,
health and safety, food production, and other)
dimensions (Intergovernmental Panel on Climate
Change, 2015). It is well-documented through
various observational records that the rate of climate
change is now much greater than in previous
periods. The last decade was the warmest ever
recorded since modern measurement on global
temperatures began. Continued global warming has
led to a systematic decline in the Arctic sea-ice
cover, and there is similar evidence with regards to
snow cover, glaciers and the Greenland ice sheet.
These phenomena have enabled acceleration of ice-
melting and an increase in the mean sea levels, both
with detrimental consequences for some coastal
areas. Extreme weather events, such as hurricanes,
cyclones and floods, seem to be also closely
connected with climate change. Although natural
causes play a role in enhancing climate change, there
is almost unanimous consensus that the greenhouse
gas emissions released from industrial,
transportation, agricultural and other human-related
activities are the main contributors to climate
change. Carbon dioxide resulting from the
combustion of fossil fuels (such as coal, oil and gas)
is the main culprit in human-induced climate
change.
However, although climate science has evolved
our understanding of these phenomena, there is still
much complexity about the climate system and
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acknowledged limitation in the potential of science
to address it, which leads to a great deal of
uncertainty, unpredictability and controversy as to
how climate change works and can be mitigated in
terms of sustainability. It is this fact that turns
‘climate change’ into a ‘wicked’ and ‘ill-structured’
problem’ (Rittel and Webber, 1973) and thus a
challenging topic to address and deal with in
educational practice (Daskolia and Kynigos, 2012).
This kind of ‘problems’ ask for transcending the
‘boundaries’ between mono-disciplinary approaches
and practices to inter-disciplinary and trans-
disciplinary collaboration in the construction of
knowledge (Lotz-Sisitka et al., 2015).
Six Greek CoI members were involved in this
challenging task of designing a digital educational
resource interweaving sustainability concerns about
climate change with mathematical concepts and
thinking processes. The whole design process lasted
four months (25/3/2015- 21/07/2015) and resulted in
a c-book comprising two sections: a) ‘The Living
Earth’, dealing with the causes and effects of
climate change (in 17 pages), and b) ‘Making the
Impossible Possible’, focusing on the human role in
inducing and enhancing climate change and practical
solutions to reduce its impact (in 8 pages).
The narrative devised revolves around George, a
12-year-old boy, inhabitant of an island located
somewhere in the Pacific Ocean, who is forced to
flee his homeland and become an ‘environmental
refugee’. Soon he decides to get into a journey
around the world and to set up a youth movement
using social media as a means to fight against
climate change. George first visits Venice (a coastal
city at high risk due to the sea level rise caused by
climate change) and then Athens (a city suffering
from air pollution). In each of these visits he comes
across several facets of climate change and becomes
aware of the causes (the greenhouse gases) and
consequences of it (global warming, sea-ice cover
decline, melting of the ice sheets, rise of the sea
levels, etc.), and the impact of various human
activities on disproportionally raising the levels of
carbon dioxide emissions (i.e., through calculating
the carbon footprint.
As the narrative unfolds, several mathematical
concepts ‘emerge’ or have to be ‘identified’ to
facilitate the understanding of the various facets of
the climate change issue. Students are prompted to
experiment and tinker with widget instances to
explore correlations between variables, estimate
mathematical models, construct and interpret
multiple representations, design 3D shapes (see, Fig.
1), make and investigate assumptions, draw and
extend conclusions related to climate change
dimensions, etc. The narrative together with the
respective widget instances form a challenging
learning environment in which the students build
and apply mathematical concepts to make sense of a
real-life issue. The students’ mathematical creativity
is triggered through the learning opportunities
provided to the students asking them to establish
connections between various representations of a
concept (e.g., students are asked to depict and
compare CO
2
emissions by drawing circles and
disks), or to pose and respond to open problems
(e.g., students use relevant information to estimate
footprint values).
Figure 1: A ‘Climate Change’ c-book page asking users/
students to get involved in finding the best procedure to
construct a 3D model of a water molecule.
2.2 Operational Definition for Social
Creativity
Within the context of M C Squared project, social
creativity in the design of c-books has been
operationally defined as: the generation of ideas and
digital artifacts (widgets instances and the c-books)
stemming from the combination of diverse
knowledge systems and disciplinary domains, which
result from the various boundary crossing
interactions among CoI members and between them
and the C-Book technology, and are considered – at
least by the CoI members – to be: i) novel, ii)
appropriate, and iii) usable to support creative
mathematical thinking (CMT) in their end-users
(students).
In this study we are interested in the processes
that took place among the Greek CoI members and
with the C-Book technology while designing the
“Climate Change” c-book to foster CMT in
Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate
Change C-Book
137
prospective users/ students. Our focus is on
identifying the boundary crossing mechanisms that
were employed in these interactions and how they
affected the production of “creative” outputs, either
ideas or more tangible products.
3 METHOD
3.1 Participants
The six Greek CoI members involved in the design
of the “Climate Change” c-book were teachers with
different disciplinary backgrounds and teaching
expertise in mathematics, mathematics education,
environmental education, drama in education and the
design of digital tools for mathematics education.
This diversity in knowledge domains, perspectives
and cultures was meant to enhance the CoI’s
creative potential.
3.2 The C-Book Environment
The C-Book environment provides the “CoICode
workspace”, a mind-map communication and
collaboration platform for organized asynchronous
discussions with compulsory meta-data, pertaining
to the creativity aspects of the interaction process,
e.g., the status of a post being’ either ‘alternative’,
‘objectionable’, or ‘contributory (see, Fig. 2). In
their posts CoI members can also attach or refer to
‘objects’, such as online resources, text files or
widget instances, as part of their exchange over the
c-book under construction. Furthermore, the
CoICode tool provides the designers with the
possibility to rate any idea or widget production they
have suggested and posted in the form of CoICode
contribution. Their ratings can be against three
criteria: a) novelty, b) appropriateness, and c)
usability of the contribution, on a yes/no basis. A
creativity score per contribution is then
automatically calculated as the aggregate score from
the votes received on each criterion and across
raters.
In addition, the C-Book environment comprises
an ‘authoring and playing’ tool, which is a space
allowing the CoI members to collectively design and
construct the c-book (see, Fig. 3), and where the
students can interact with it. Authoring of a c-book
is based on the design and construction of a number
of ‘pages’, each of them incorporating some
dynamic widget instances (which can be configured
by the c-book authors in order to fulfil specific
design specifications) and are accompanied by
Figure 2: Excerpt from the CoICode workspace depicting
CoI members’ interactions as described in critical episode 1.
corresponding narratives. The designers/ authors can
write text, attach links, files or widget instances out
of a set of widget factories (e.g., MaLT, a 3D Logo-
Based Turtle Geometry software, is a ‘widget
factory’, and a microworld of this factory is a
‘widget instance’) which are available in C-Book.
Figure 3: Snapshot of the authoring tool of the C-Book
environment.
3.3 Data and Analytical Approach
The data collected and analyzed in the present study
were: a) the 270 contributions uploaded in CoICode
from the outset of the design process until the final
version of the c-book was released, b) the actual c-
book produced in terms of structure (pages) and
contents (the ‘script’, the widget instances and the
respective narratives per page), and c) the creativity
scores calculated per idea posted as contribution in
CoICode workspace.
The level of analysis employed in this case-study
is in terms of identifying and discussing critical
episodes of social creativity, i.e., selected segments
of an activity (including discourse activity) with a
single theme as a focus. The aim was to apply an in-
depth lens on the boundary-crossing processes that
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took place between the CoI members and with the
ideas and tangible artifacts produced out of their
exchanges and interactions with the C-Book
technology. This qualitative approach to
understanding social creativity in the design of c-
books was chosen to shed light on the social nature
of the processes involved in the design and
development of the c-book. The identification of
each critical episode was guided and supported by
the data automatically collected and analysed by
CoICode, such as time series interaction data and/or
creativity scores extracted per idea.
4 FINDINGS
4.1 Critical Episode 1: The Design of
Widget Instances as a Result of the
Creative Interactions between
Teachers of a Diverse Expertise
The first episode selected and presented here started
one month after the outset of the design process. It
lasted for 8 days and the participants in it were four
members of the Greek CoI: two researchers in
environmental education, a primary school teacher
with an expertise in math education and a
mathematician/ secondary school teacher. Their
exchange is part of the evolutionary path of a
specific idea, which received a high score in
creativity according to the votes of the CoI members
and was later reified as a widget instance in the c-
book.
The discussion (see, Fig. 2) begun with the
suggestion of a new idea about the narrative of the c-
book:
Rea (environmental education researcher),
26/4/2015: [...] I was thinking that for approaching
the issue on a global level we could create the main
character as an adventurous traveler (a backpacker),
who wanders around the world and is confronted
with the consequences of climate change. [...]
Irini (mathematician), 27/4/2015: I like the idea.
Let’s have a look on it.
This idea was followed by other CoI members’
contributions who were motivated to search for and
upload in CoICode external links to interactive maps
depicting the consequences of climate change or
portraying different aspects of it (e.g., the relation
between industrialization and greenhouse gas
emissions):
Kostas (environmental education researcher),
27/4/2015: This is a very nice idea! Adventure and
travelling appeal to kids of all ages [...] I believe that
these interactive maps that depict the dimensions of
climate change at several parts of the world will help
us develop both the script and the widgets. What do
you think? (attaches two links to interactive maps)
Angeliki (math education researcher) 29/4/2015:
This map can be compared with this one (attaches a
link to an interactive map with circles that depict
global carbon footprints), so that we can pose
questions like the following […]
It is noteworthy that Angeliki attempts to
establish a common space of communication and
exchange of ideas for the intersecting fields of
Mathematics and Environmental Education by
posting external links for others to comment upon.
Searching for sources in a field other than her own,
is for her a way to re-define her proper field and her
CoI identity. This is done by getting connected with
another field and trying to delineate how the former
differs from the latter. Such a dialogical process of
“othering” is a characteristic dimension of the
identification mechanism in boundary crossing
interactions.
Later on (13/5/2015), Irini picked up the idea of
visualizing the quantity of CO
2
emissions and
suggested the design of a widget instance, where the
students are asked to draw circles or disks on a map,
so to depict the carbon footprint of two main Greek
cities. The widget instance was reified by another
CoI member, Dimitris, a mathematician. Several
elaborations of this widget instance took place,
fueled by intense interactions between the CoI
members until the final version was released and
incorporated in the c-book unit (see, Fig. 4).
This episode shows how a communicative
exchange between an environmental and a
mathematical perspective were brought together
giving rise to a series of new, appropriate and usable
ideas and widget instances to be generated and
applied in the c-book. The interactive maps
suggested by some CoI members were used as
‘boundary objects’ to translate them in different
ways but also to enable understanding and bridge the
diversity in the perspectives. For environmental
educators, they were used to depict facets of the
climate change impact, whereas for mathematicians
they served as tools to represent and compare
different amounts of CO
2
emissions by the size of a
circle or a disk. However, at the same time they
enabled the coordination of the activity so that both
practices were combined efficiently in the design of
widget instances, which were consequently rated by
the designers themselves as creative.
Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate
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Figure 4: The final version of the produced “Carbon
footprint” widget instance.
The widget instances were thus employed as
boundary objects, not only by facilitating
communication and collaboration between the CoI
members in the design of the c-book unit, but also
because they enabled perspective-making and
perspective-taking, managing this way to be
transformed into ‘creative’ ideas and constructions.
4.2 Critical Episode 2: Narratives and
Widget Instances Interweaved in
the Design of the C-Book
The selection of the second critical episode was
based on time series interaction data coupled with
creativity scores calculated and provided by
CoICode, helping us identify a segment of the
discourse activity of the CoI quite dense in posting
contributions, but also in putting forth and
elaborating a number of highly creative ideas with
regards to the narrative of the c-book. This episode
started two months after the outset of the design
process. It lasted for 18 days and all CoI members
participated in it. At that time, a number of instances
designed to afford mathematical creativity took the
role of boundary objects while they were gradually
evolving into more elaborated versions. These
included, among others, constructing multiple
representations of climate change dimensions (e.g.,
measuring the carbon footprint) and tinkering with
3D shapes. However, a decision on the narrative that
would incorporate and join together all these
elements was pending. The discussion (see, Fig. 5)
begun with a suggestion on the outline of the script,
based on an earlier idea about the main character, a
backpacker who travels around the globe and comes
across various consequences of climate change:
Sylvie (primary school teacher), 24/5/2015: […]
By having a look at the discussion on the script, it
came to me […] a story outline. Please send your
feedback on the attached document.
Rea (environmental education researcher),
24/5/2015: […] in such a way we introduce a
‘creative’ character in the narrative. […] However,
my idea was that our hero would travel and visit
more places, so that we could get more glimpses of
climate change as a global issue.
Eirini (mathematician), 26/5/2015: I don’t
understand this story. I can’t realise how it connects
with the widget instances already produced and the
initial questions we posed for the design of this c-
book. […] Whoever writes the story has to have a
good understanding of the structure and the
activities.
Kostas (environmental education researcher),
28/5/2015: […] trying to connect all the widget
instances, I thought of starting writing a story based
on a real incidence. Shall we go on this?
Figure 5: Excerpt from CoICode workspace depicting CoI
members’ interactions as described in critical episode 2.
This last idea turned yet into another boundary
object, since it was unanimously accepted as novel
and intriguing narrative with the potential to
incorporate all the previously suggested widgets
instances. Several refined versions of the narrative
followed as a result of the exchange between the CoI
members in CoICode. The flexibility of the scenario
allowed its customization to earlier and newer ideas
on the didactical design. And vice versa: it allowed
the modification of the widget instances that had
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already been produced, or inspired the design of new
ones.
A communicative connection was established
around the narrative as an evolving artifact bridging
diverse perspectives. Continuity and effortless
movement between these perspectives became the
norm of interaction, and boundary permeability was
enhanced, since mathematicians got involved into
the construction of the narrative, while
environmentalists connected dimensions of the
climate change issue with ideas about mathematical
widget instances. Perspective-making and
perspective-taking were essential for the
interweavement of widget instances with the
narrative into a concise whole. Social creativity
exemplified in the generation of a ‘creative’ script
idea, was thus facilitated by the boundary-crossing
exchanges that led to the transformation of the initial
idea into some more ‘tangible’ products.
5 DISCUSSION
Our research employs the Boundary Crossing
perspective as a framework to identify and study
social creativity in the design of c-books by
educational designers/ teachers. The findings
suggest that this kind of interactions enabled by an
appropriately designed socio-technical environment
enhanced the CoI designers’ capacity to come up
with ideas which they rated as creative. The
affordances of the C-Book technology, allowing for
the meshing of narratives with dynamic
constructionist artefacts-widgets, were at the center
of these interactions, facilitating the continuous
collaborative versioning of the various constituent
parts of the c-book.
Moreover, our approach values the engagement
of teachers in the design of digital educational
resources. It acknowledges them as active creators
of educational resources in participative cultures
(Fischer, 2011) and not as just ‘consuming’
practitioners involved in top-down integrations of
technology in the classroom as suggested by other
frameworks, such as TPaCK (Mishra and Koehler,
2006). Socio-technical environments, like the one
employed in this study, can serve as settings to
deploy and study the teachers’ collaborative design
of resources and act as a driving force for classroom
innovations (Kynigos, 2015b).
Regarding the CoI’s involvement in boundary
crossing interactions, four mechanisms seem to have
played a role as depicted in the two critical episodes
reported here: identification, through which new
hybrid ideas come up in the course of the CoI’s
discussion of an idea-theme; coordination, as an
important condition for establishing a
communicative connection between the CoI
members in terms of design suggestions and moves,
revealing their efforts of translating them to each
other’s ‘language’, so that dialogue is maintained
and shared design work proceeds and develops; and
finally, reflection and transformation, as two
important processes at the core of social creativity
processes, as for example when the CoI members
got into perspective-making and perspective-taking
to identify and build on the others’ contributions and
shared key resources, or when they actually
managed to collectively improve and turn an initial
idea about the narrative into a better elaborated idea
or new widget instance.
The design process of the “Climate Change” c-
book was mainly focused on interweaving the
widget instances with the narratives into a concise
whole, a creative and definitely demanding
endeavor, representing a focal characteristic of a
new generation of digital educational resources.
Integrating the various constituent parts of such an
‘object’ to bring it into existence in a complete and
creative form is ‘wicked’ and thus a genuine design
problem. As such, social creativity in the context of
socio-cultural environments is identified as a
necessary asset to invest on, since it can multiply the
impetus for appropriately addressing issues of this
kind. Solving dilemmas emerging while designing c-
books (or any other types of new mediations with
properties and functionalities which have never
existed before, at least in the all-brought-together
form), involves firstly articulating and posing these
dilemmas, if we allow ourselves to think with the
analogy of problem-posing and problem-solving.
This is a task which is inherently creative and, in
order to be facilitated and boosted, it needs to be
situated in appropriately designed contexts, where
designers collaboratively think and design not only
about new technologies but also with these
technologies.
Finally, ‘climate change’ worked well as a theme
that inspired and enabled creative boundary
transcendences from the part of all CoI members,
and boosted the collaborative construction of new
perspectives in teaching and learning about
traditionally mono-disciplinary and normal science
subjects, such as mathematics. This can be the case
with other current sustainability issues, all sharing
the characteristics of ‘ill-structured’ problems, by
thus allowing for creative thinking processes to take
place.
Social Creativity in the Design of Digital Resources Interweaving Math with Environmental Education - The Case Study of the Climate
Change C-Book
141
ACKNOWLEDGEMENTS
The research leading to these results has received
funding from the European Union Seventh
Framework Programme (FP7/2007-2013) under
grant agreement n° 610467 - project “M C Squared”,
http://mc2-project.eu. The c-book technology is
based on the widely used Freudenthal Institute's
DME portal and is being developed by a consortium
of nine partner organisations, led by CTIandPress
'Diophantus'.
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