
M. DASKOLIA, C. KYNIGOS
creativity by facilitating alternative thinking and the emergence
of new ideas for empowering young people to envision and
design a more sustainable world (Wals, 2010a).
Recent developments in the study of creativity per se empha-
size the inherent complexity of the phenomenon, the collective
character of creative processes and the “situatedness” of the
activities (Daskolia, Dimos, & Kampylis, 2012). Among cur-
rent trends in the conceptualization of creativity is that it is not
necessarily related to some exceptional ability but rather to a
potential everyone is capable of displaying, which may be ex-
pressed at various manifestations of a person’s everyday life, it
is fuelled by collective processes and is possible to be fostered
through education. Constructionism both as an epistemology
and a learning theory gives distinct emphasis to learners’ crea-
tive expression and learning through the active exploration,
modification and creation of digital artifacts (Papert, 1993;
Kafai & Resnick, 1996). From a constructionist perspective
creativity is mainly identified with the generation of new/novel
tangible output(s) (the digital artifacts). Digital media—micro-
worlds in particular—are perceived as appropriately designed
environments and tools that learners can use to construct
“meaningful objects” (Papert, ibid; Kynigos, 2007). These ob-
jects are the tangible outputs of their discursive, meaning-
making processes while they interact with the microworld and
the learning context; they are at the same time representations
of their ideas and understandings of the “world”. Construction-
ism attributes equal importance to the creative tool (the mi-
croworld), the creative product (the artifact) and the creative
process of learning. Actually there is a symbiotic and synergetic
relationship among the three: the microworld is designed to
evolve along with the knowledge its users develop while they
tinker with it and the artifacts they create.
Particular emphasis is nevertheless placed on the learning
context within which both constructionist activities as processes
and products occur (Resnick, 1996). Open-ended technological
and learning environments that treat microworld as “boundary
objects” and allow learners to use them in personally meaning-
ful ways, to collaboratively work with and discuss over them
and their key concepts, or to question them and want to modify
and improve them, are important coordinates of a context fos-
tering various forms of creativity. We therefore argue that the
seeds already exist in the theory of constructionism to address
and study creativity through a more integrated conception,
which is as a function of a person’s ability, presuming an inten-
tional process, occurring within a specific learning environment
and entailing the generation of new products (Kampylis & Val-
tanen, 2010).
In the study reported in this paper we designed and imple-
mented a pedagogical intervention with the aim to engage stu-
dents in creatively tinkering with a game microworld along
with the concept of sustainability. Our approach moves within a
constructionist perspective viewing learning as an experiential
process of collaboratively generating new or alternative ideas
through the active engagement with the construction and
de-construction of meaningful digital artifacts with the use of
microworld. In previous studies we have addressed some other
parameters of a constructionist approach to teaching and learn-
ing about sustainability with game microworld (Kynigos &
Daskolia, 2011). In this study we focus on the creative potential
of learning about sustainability through constructionist activi-
ties.
The Study
The Study Context and Participants
The study presented in this paper is part of a design-based
research which was conducted within Metafora, an EU-funded
R&D project (http://www.metafora-project.org). It took place
in a secondary education school located in a central area of
Athens and was carried out during the last three months of the
school year: it started in early March and lasted until mid June
2012. Overall, 11 two-hour sessions were held on a weekly
basis. Eighteen students (9 girls and 9 boys) participated in the
study. They were all members of an afternoon Environmental
Education Club, a mixed-class group consisting of 7th, 8th and
9th graders. Depending on the activities participants were allo-
cated in groups of 6 or in sub-groups of 2 to 3 students. All
sessions took place in the school’s computer lab and each group
was assigned to a computer to work on.
The Scenario and the Tools Employed
The students’ activity was with an E-slate Microworld Kit
which we called “Sus-x”, i.e. “Sustainable-system”
(http://etl. ppp.uoa.gr/_content/download/eslate_kits.htm). This
is a kit allowing the teacher or student user(s) to construct a
sim-city like game so that players do best when they are sensi-
tive and thoughtful about how to ensure or promote sustainabil-
ity in a particular context (system). A special case of this Mi-
croworld Kit addresses “sustainability in the city”, which is
why we named it “Sus-City”.
The Sus-City microworld allows users to create their city
background map, by loading, drawing or editing their city im-
age, and place objects on it, the city-sites they want their city to
have. They have also to decide on the properties against which
they will rate (give specific values to) all city-sites. A set of
default (initial) values, a set of threshold values (indicating
when the system’s sustainability is violated by the player’s
choices) and the game play rules (maximum time and number
of choices) have to be determined by the users. They can also
inform players about their game performance through relative
messages.
Based on the Sus-City microworld kit we designed a “half-
baked microworld” (Kynigos, 2007) to get students started
thinking about urban sustainability and sustainable lifestyles.
We deliberately called this game microworld “PerfectVille”
(Figure 1) as it was purposefully designed to project an un-
sustainable model of urban living, which is close to what Lange
and Meyer (2009) describe as the “western new middle-class”
lifestyle. This is a highly consumerist and hectic way of life
which embodies the idea of “the welfare society” as publicized
through neo-liberal socio-economic perspectives. Its core ele-
ments, high purchasing power to satisfy individual-based needs,
the pursuit of social status, high visibility and personal security
and high commercialization of quality of life are thought to be
at the roots of most unsustainable practices of modern societies.
The students were given the challenge to play the game, dis-
cuss what’s wrong with it with respect to the sustainability of
the city and then change Perfect Ville into their own “sustain-
able city” game (“My Sus-City”). This task could be carried out
by a single student or group o f students with the kit alone. How-
ever, in the Metafora project we have been developing a system
to support learning-to-learn-together activities. The system afford-
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