132,789 research outputs found
MakeMe, codeme, connectus: Learning digital fluency through tangible magic cubes
Recent years have seen an increased empirical interest
in designing new approaches to teaching digital fluency
to wide audiences. Tangible physical computing
interfaces provide much scope for teaching abstract
digital fluency concepts in an engaging and playful way.
However, questions remain as to how both the form
factor and the corresponding task types of such
interfaces can be best designed to support learning. In
this hands-on workshop, participants will explore how
digital fluency topics might be taught through making,
discovery learning and coding by interacting with the
tangible Magic Cubes toolkit (Figure 1). The workshop
will culminate in a discussion of how tangible toolkits
for learning can be better designed to encourage
collaborative and engaging learning experiences
Using "tangibles" to promote novel forms of playful learning
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
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From design to narrative: the development of inquiry-based learning models
The University of Nottingham and the Open University are partners in a ca. ĂÂŁ1.2m project to help school students learn the skills of modern science. The three-year project, Personal Inquiry (PI) (funded by the UK ESRC and EPSRC research councils), is developing a new approach of 'scripted inquiry learning', where children investigate a science topic with classmates by carrying out explorations between their classroom, homes and discovery centres, guided by a personal computer. This paper describes our progress to date on the development of four models for inquiry-based learning, as part of the PI project. These are being used as the basis for the development of educational scenarios and associated scripts to explore the use of mobile technologies in supporting an inquiry-based approach to teaching Scientific thinking across formal and informal learning
Libraries in transition: evolving the information ecology of the Learning Commons: a sabbatical report
This sabbatical report studied various models in order to determine best practices for design, implementation and service of Leaning Commons, a library service model which functionally and spatially integrates library services, information technology services, and media services to provide a continuum of services to the user
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Sketch-Based Interfaces to Support Collaborative Conceptual Design Learning
In order to gain a better understanding of online collaborative conceptual design processes this paper investigates how student designers make use of Lyceum, a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging 'themes' are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of 'grounding â mutual understanding' and 'support creativity' complement findings from other research, while important themes associated with 'near-synchrony' have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment
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Supporting Computer-supported collaborative work (CSCW) in conceptual design
In order to gain a better understanding of online conceptual collaborative design processes this paper investigates how student designers make use of a shared virtual synchronous environment when engaged in conceptual design. The software enables users to talk to each other and share sketches when they are remotely located. The paper describes a novel methodology for observing and analysing collaborative design processes by adapting the concepts of grounded theory. Rather than concentrating on narrow aspects of the final artefacts, emerging âthemesâ are generated that provide a broader picture of collaborative design process and context descriptions. Findings on the themes of âgrounding â mutual understandingâ and âsupport creativityâ complement findings from other research, while important themes associated with ânear-synchronyâ have not been emphasised in other research. From the study, a series of design recommendations are made for the development of tools to support online computer-supported collaborative work in design using a shared virtual environment
Discovery Learning Experiments in a New Machine Design Laboratory
A new Machine Design Laboratory at Marquette University has been created to foster student exploration with hardware and real-world systems. The Laboratory incorporates areas for teaching and training, and has been designed to promote âhands-onâ and âminds-onâ learning. It reflects the spirit of transformational learning that is a theme in the College of Engineering.
The goal was to create discovery learning oriented experiments for a required junior-level âDesign of Machine Elementsâ course in mechanical engineering that would give students practical experiences and expose them to physical hardware, actual tools, and real-world design challenges. In the experiments students face a range of real-world tasks: identify and select components, measure parameters (dimensions, speed, force), distinguish between normal and used (worn) components and between proper and abnormal behavior, reverse engineer systems, and justify design choices. The experiments serve to motivate the theory and spark interest in the subject of machine design.
This paper presents details of the experiments and summarizes student reactions and our experiences in the Machine Design Laboratory. In addition, the paper provides some insights for others who may wish to develop similar types of experiments
From conditioning to learning communities: Implications of fifty years of research in eâlearning interaction design
This paper will consider eâlearning in terms of the underlying learning processes and interactions that are stimulated, supported or favoured by new media and the contexts or communities in which it is used. We will review and critique a selection of research and development from the past fifty years that has linked pedagogical and learning theory to the design of innovative eâlearning systems and activities, and discuss their implications. It will include approaches that are, essentially, behaviourist (Skinner and GagnĂ©), cognitivist (Pask, Piaget and Papert), situated (Lave, Wenger and SeelyâBrown), socioâconstructivist (Vygotsky), socioâcultural (Nardi and Engestrom) and communityâbased (Wenger and Preece). Emerging from this review is the argument that effective eâlearning usually requires, or involves, highâquality educational discourse, that leads to, at the least, improved knowledge, and at the best, conceptual development and improved understanding. To achieve this I argue that we need to adopt a more holistic approach to design that synthesizes features of the included approaches, leading to a framework that emphasizes the relationships between cognitive changes, dialogue processes and the communities, or contexts for eâlearning
Designing for interaction
At present, the design of computer-supported group-based learning (CS)GBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as âcooperative learningâ and âcollaborative learningâ. Critical review reveals these concepts as insufficiently substantial to serve as a basis for (CS)GBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing (CS)GBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to (CS)GBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster (CS)GBL design that focuses on the heart of the matter: interaction
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