1,398 research outputs found

    The Effects of an Experimenter on the Response to Inequity in Capuchin Monkeys (Cebus apella)

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    Extensive evidence compiled over the past decade demonstrates that many species of animals respond negatively to inequity across several different contexts. One context that remains unexplored is whether inequity responses are influenced by the experimenter. Experimenter effects remain an enduring concern within animal research. I investigated whether the presence of the experimenter influences responses to inequity in a nonhuman primate species, the capuchin monkey (Cebus apella). In the presence or absence of an experimenter, monkeys worked in pairs to complete a computerized task, following which individuals received rewards that were either equal or unequal in comparison to the partner’s rewards. Monkeys had difficulty learning the task, but after learning, rates of refusals were influenced by the individual reward received rather than the social comparison or the actions of the experimenter. I consider reasons for their frustration with the task and their subsequent lack of an inequity response in this context

    Towards a framework for investigating tangible environments for learning

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    External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning

    The Ambient Horn: Designing a novel audio-based learning experience

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    The Ambient Horn is a novel handheld device designed to support children learning about habitat distributions and interdependencies in an outdoor woodland environment. The horn was designed to emit non-speech audio sounds representing ecological processes. Both symbolic and arbitrary mappings were used to represent the processes. The sounds are triggered in response to the children’s location in certain parts of the woodland. A main objective was to provoke children into interpreting and reflecting upon the significance of the sounds in the context in which they occur. Our study of the horn being used showed the sounds to be provocative, generating much discussion about what they signified in relation to what the children saw in the woodland. In addition, the children appropriated the horn in creative ways, trying to ‘scoop’ up new sounds as they walked in different parts of the woodland

    Using "tangibles" to promote novel forms of playful learning

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    Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, too, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning

    Perceptions of IUPUI Faculty and Staff Regarding the Center for Service and Learning Faculty/Staff Development Programs

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    The purpose of this evaluation was to understand perceptions of IUPUI faculty and staff regarding the influence of the Center for Service and Learning’s (CSL) programs and resources on respondents. Specifically, the evaluation was intended to deepen CSL’s understanding of respondents’ experiences as community-engaged professionals at IUPUI. Additionally, the evaluation sought to gather input on new ideas to strengthen CSL services and programming going forward. IUPUI faculty and staff who have participated in CSL workshops, trainings, and/or requested information from CSL were emailed during the fall of 2018 and asked to participate in the Qualtrics survey. The survey was anonymous. This report shares overall findings from the survey and provides general recommendations

    The effect of representation location on interaction in a tangible learning environment

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    Drawing on the 'representation' TUI framework [21], this paper reports a study that investigated the concept of 'representation location' and its effect on interaction and learning. A reacTIVision-based tangible interface was designed and developed to support children learning about the behaviour of light. Children aged eleven years worked with the environment in groups of three. Findings suggest that different representation locations lend themselves to different levels of abstraction and engender different forms and levels of activity, particularly with respect to speed of dynamics and differences in group awareness. Furthermore, the studies illustrated interaction effects according to different physical correspondence metaphors used, particularly with respect to combining familiar physical objects with digital--based table-top representation. The implications of these findings for learning are discussed

    Embodying science: the role of the body in supporting young children's meaning making

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    Primary school science emphasises hands-on interactions, but little is known about how the sensorimotor experiences these interactions provide shape children’s science ideas. Early interactions with science need to be engaging as these shape children’s developing attitudes towards science and themselves as science learners; however, these activities need to go beyond engagement to set children up with the resources they need to develop and deepen their learning. Findings demonstrate that designing science activities and the discourse they are situated within through an embodied lens can support children’s meaning making by providing them with sensorimotor experiences to draw upon, valuing their lived experiences and being open to their multiple modes of communication. Such body-based activities offer alternative routes into learning which are playful, engaging, and dynamic, whilst making concrete connections between children’s interactions and the development of complex science ideas

    Exploring whole body interaction and design for museums

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    Museums increasingly use digital technology to enhance exhibition experiences for families, notably in relation to physically mediated installations for young children through natural user interfaces. Yet little is known about how families and children engage with such installations and the kinds of interactive experiences they engender in museum spaces. This paper addresses a pressing need for research to adopt an analytical focus on the body during such digitally mediated interactions in order to understand how bodily interaction contributes to meaning making in the museum context. It reports an observation study of families and children interacting with a whole-body interface (using Kinect) in the context of an installation in a museum exhibit on rare Chinese paintings. The study shows how the installation design engenders particular forms of bodily interaction, collaboration and meaning making. It also contributes design insights into whole-body interaction installations in museums and public spaces

    Mobile experiences of historical place: a multimodal analysis of emotional engagement

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    This article explores how to research the opportunities for emotional engagement that mobile technologies provide for the design and enactment of learning environments. In the context of mobile technologies that foster location-based linking, we make the case for the centrality of in situ real-time observational research on how emotional engagement unfolds and for the inclusion of bodily aspects of interaction. We propose that multimodal methods offer tools for observing emotion as a central facet of person–environment interaction and provide an example of these methods put into practice for a study of emotional engagement in mobile history learning. A multimodal analysis of video data from 16 pairs of 9- to 10-year-olds learning about the World War II history of their local Common is used to illustrate how students’ emotional engagement was supported by their use of mobile devices through multimodal layering and linking of stimuli, the creation of digital artifacts, and changes in pace. These findings are significant for understanding the role of digital augmentation in fostering emotional engagement in history learning, informing how digital augmentation can be designed to effectively foster emotional engagement for learning, and providing insight into the benefits of multimodality as an analytical approach for examining emotion through bodily interaction
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