6,910 research outputs found

    Mobile apps for reflection in learning: A design research in K-12 education

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    This study takes a design-based research approach to explore how applications designed for mobile devices could support reflection in learning in K-12 education. Use of mobile devices is increasing in schools. Most of the educational apps support single-person use of interactive learning materials, simulations and learning games. Apps designed to correspond to collaborative learning paradigms, such as collaborative progressive inquiry or project-based learning, are scarce. In these pedagogical approaches, reflection plays an important role. This paper presents a design-based research study of mobile device apps, ReFlex and TeamUp, that are specifically designed for use in student-centred and collaborative school learning, in which continuous reflection is an important part of the learning process. The design of the apps has relied on earlier research on digital tools for reflection and research about mobile devices in classroom learning. The design of the apps was accomplished as part of the qualitative design-based research conducted with a total of 165 teachers in 13 European countries. As a characteristic for a design-based research, the results of the study are twofold: practical and theoretical. The apps designed, ReFlex and TeamUp, are practical results of the qualitative research carried out in schools with teachers and students to understand the design challenges and opportunities in schools, to renew their pedagogical practices and to take new tools in use. To understand better the capacity of the apps to facilitate reflection, we analysed the apps in light of earlier studies concerning the levels of reflection that digital tools may support and categorisations of affordances that mobile device apps may provide for classroom learning. Our research indicates that there is potential for fostering the practice of reflection in classroom learning through the use of apps for audio-visual recordings.Peer reviewe

    Developing a Pedagogy for Reducing ‘Plant Blindness’

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    Despite human dependence on them, inattention to plants or plant blindness is a well–known phenomenon in urban societies. This thesis investigates the efficacy of a suite of novel teaching approaches for botany with adults and children and considers how these published research–based resources can contribute to a pedagogy for reducing plant blindness, in conjunction with the existing literature. This research was based on a mixed methods design using knowledge tests, questionnaires and interviews. It focused on two themes: novel methods for learning taxonomy (digital keys, mnemonics, drawing and game–playing) and drama–based methods for learning reproduction and classification. The literature review examined the characteristics of plant blindness and its impacts on teaching and learning. The fundamental cause of plant blindness was shown to be diminished experience with plants in urban societies which leads to low interest in plants compared to animals. A majority of pedagogic studies were based on learning with live plants, many of which were inquiry-based learning. Half the studies included outdoor learning and half used digital learning approaches. A content analysis of published research using themes based on theories of embodied cognition, memory and positive affect found the textual data to be evenly distributed across all three themes. The pedagogic approaches promoted learning through elaborative techniques, instructional tools with high usability, multimedia experiences and emotional wellbeing. Drawing and keys favoured observation over other perceptual modes, whereas drama facilitated multisensory experience. The research identified physical and cognitive factors that may assist or impede learning. A theoretical contribution of the research was the application of memory theory to learning taxonomy, advancing our understanding of how the design of keys and mnemonics may assist retention. Drama studies enhanced our understanding of children’s attitudes to plants and how a brief intervention may address these

    Findings from the Workshop on User-Centered Design of Language Archives

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    This white paper describes findings from the workshop on User-Centered Design of Language Archives organized in February 2016 by Christina Wasson (University of North Texas) and Gary Holton (University of Hawai‘i at Mānoa). It reviews relevant aspects of language archiving and user-centered design to construct the rationale for the workshop, relates key insights produced during the workshop, and outlines next steps in the larger research trajectory initiated by this workshop. The purpose of this white paper is to make all of the findings from the workshop publicly available in a short time frame, and without the constraints of a journal article concerning length, audience, format, and so forth. Selections from this white paper will be used in subsequent journal articles. So much was learned during the workshop; we wanted to provide a thorough documentation to ensure that none of the key insights would be lost. We consider this document a white paper because it provides the foundational insights and initial conceptual frameworks that will guide us in our further research on the user-centered design of language archives. We hope this report will be useful to members of all stakeholder groups seeking to develop user-centered designs for language archives.U.S. National Science Foundation Documenting Endangered Languages Program grants BCS-1543763 and BCS-1543828

    Creating wheelchair-controlled video games: challenges and opportunities when involving young people with mobility impairments and game design experts

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    Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers

    Games for health for children - current status and needed research

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    Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best promote G4H effectiveness and to identify and minimize possible adverse effects. Guidelines for ideal use of different types of G4H by children and adolescents should be elucidated to enhance effectiveness and minimize adverse effects. G4H stakeholders include organizational implementers, policy makers, players and their families, researchers, designers, retailers, and publishers. All stakeholders should be involved in G4H development and have a voice in setting goals to capitalize on their insights to enhance effectiveness and use of the game. In the future, multiple targeted G4H should be available to meet a population's diverse health needs in developmentally appropriate ways. Substantial, consistent, and sophisticated research with appropriate levels of funding is needed to realize the benefits of G4H

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users

    White Paper: Designing the perfect New European Bauhaus neighbourhood

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    The concept of Smart Healthy Age-Friendly Environments (SHAFE) emphasises the comprehensive person-centred experience as essential to promoting living environments. SHAFE takes an interdisciplinary approach, conceptualising complete and multidisciplinary solutions for an inclusive society. From this approach, we promote participation, health, and well-being experiences by finding the best possible combinations of social, physical, and digital solutions in the community. This initiative emerged bottom-up in Europe from the dream and conviction that innovation can improve health equity, foster caring communities, and sustainable development. Smart, adaptable, and inclusive solutions can promote and support independence and autonomy throughout the lifespan, regardless of age, gender, disabilities, cultural differences, and personal choices, as well as promote happier and fairer living places. The New European Bauhaus initiative gathers "beautiful, sustainable, and inclusive projects and ideas" to inspire a positive transformation around us. The New European Bauhaus 2024 Festival took place between 9-13 April. "Designing the perfect New European Bauhaus neighbourhood: New European Bauhaus meets SHAFE" was a Satellite Event of the Festival, held as an online workshop, organised by the SHAFE Foundation on April 9th, 2024. At the event, a group of 50 participants with a multidisciplinary background discussed how to meet the challenges of the European Garcia family to enable them to live in a perfect neighbourhood. The White Paper presents the findings of the participants with the New European Bauhaus inspiring projects and ideas to house the European Garcia family in their neighbourhood. The White Paper recommends developers, designers, planners, and policymakers to include person-centred design of social and physical environments and technologies. Although awareness of person-centred design is growing, many initiatives still hamper the inclusion of citizens or end-users throughout the development of products and services
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