1,753 research outputs found

    Research on Wearable Technologies for Learning: A Systematic Review

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    A good amount of research has explored the use of wearables for educational or learning purposes. We have now reached a point when much literature can be found on that topic, but few attempts have been made to make sense of that literature from a holistic perspective. This paper presents a systematic review of the literature on wearables for learning. Literature was sourced from conferences and journals pertaining to technology and education, and through an ad hoc search. Our review focuses on identifying the ways that wearables have been used to support learning and provides perspectives on that issue from a historical dimension, and with regards to the types of wearables used, the populations targeted, and the settings addressed. Seven different ways of how wearables have been used to support learning were identified. We propose a framework identifying five main components that have been addressed in existing research on how wearables can support learning and present our interpretations of unaddressed research directions based on our review results

    The Emerging Nature of Participation in Multispecies Interaction Design

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    Interactive technology has become integral part of daily life for both humans and animals, with animals often interacting with technologized environments on behalf of humans. For some, animals' participation in the design process is essential to design technology that can adequately support their activities. For others, animals' inability to understand and control design activities inevitably stands in the way of multispecies participatory practices. Here, we consider the essential elements of participation within interspecies interactions and illustrate its emergence, in spite of contextual constraints and asymmetries. To move beyond anthropomorphic notions of participation, and consequent anthropocentric practices, we propose a broader participatory model based on indexical semiosis, volition and choice; and we highlight dimensions that could define inclusive participatory practices more resilient to the diversity of understandings and goals among part-taking agents, and better able to account for the contribution of diverse, multispecies agents in interaction design and beyond

    Wearable Technology and Schools: Where are We and Where Do We Go From Here?

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    The area of wearable technology is having a rapidly growing impact on society with more consumers purchasing wearable tech. At the same time, wearable technology seems to be poised to have an impact on educational settings. This paper explores the area of wearable technology related to schools. It considers how wearable technology can be used by teachers to improve instruction and by students to change how they interact with the school environment. Wearable technology applications currently being implemented as part of the curriculum in schools are identified and discussed. To conclude, traits and skills that school leaders need to exhibit for a wearable technology initiative to be successfully implemented are proposed. Wearable technology has the potential to impact schools in the same way as the computers and mobile devices of today. This paper does not set out to provide answers but is designed to create discussions about wearable technology and schools

    What do Teens Make of Personal Informatics?: Young People's Responses to Self-Tracking Practices for Self-Determined Motives

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    Personal informatics (PI) technologies allow users to collect data about aspects of their lifestyle like mood or step count. Though teens increasingly encounter and use such technologies, little is known about how they ascribe meaning to their own PI activities. We report a qualitative study of the PI experiences of eighteen teens (aged 14 – 17). Following a learning phase focused on interpreting PI data, participants chose a personal goal that interested them and a PI tool to track it for 4-8 weeks in everyday contexts. Participants proved to be competent, flexible users of PI tools, tracking a range of meaningful life factors, from ‘worries’ to ‘exercise’; they valued learning about ‘natural patterns’ in their lives and were motivated to manage their emotions and evaluate whether they were doing the right thing. Our findings contribute to understanding how young people can engage in appropriation and interpretation of PI data – suggesting opportunities for educational interventions and design

    What do teens make of personal informatics? Youth responses to self-tracking practices within a classroom setting

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    Personal informatics (PI) technologies allow users to collect data about aspects of their lifestyle like mood or step count. Though teens increasingly encounter and use such technologies, little is known about how they ascribe meaning to their own PI activities. We report a qualitative study of the PI experiences of eighteen teens (aged 14 – 17). Following a learning phase focused on interpreting PI data, participants chose a personal goal that interested them and a PI tool to track it for 4-8 weeks in everyday contexts. Participants proved to be competent, flexible users of PI tools, tracking a range of meaningful life factors, from ‘worries’ to ‘exercise’; they valued learning about ‘natural patterns’ in their lives and were motivated to manage their emotions and evaluate whether they were doing the right thing. Our findings contribute to understanding how young people can engage in appropriation and interpretation of PI data – suggesting opportunities for educational interventions and design

    DataMoves:Entangling data and movement to support computer science education

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    In the domain of computing education for children, much work has been done to devise creative and engaging methods of teaching about programming. However, there are many other fundamental aspects of computing that have so far received relatively less attention. This work explores how the topics of number systems and data representation can be taught in a way that piques curiosity and captures learners’ imaginations. Specifically, we present the design of two interactive physical computing artefacts, which we collectively call DataMoves, that enable students, 12-14 years old, to explore number systems and data through embodied movement and dance. Our evaluation of DataMoves, used in tandem with other pedagogical methods, demonstrates that the form of embodied, exploration-based learning adopted has much potential for deepening students’ understandings of computing topics, as well as for shaping positive perceptions of topics that are traditionally considered boring and dull

    Both Facts and Feelings: Emotion and News Literacy

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    News literacy education has long focused on the significance of facts, sourcing, and verifiability. While these are critical aspects of news, rapidly developing emotion analytics technologies intended to respond to and even alter digital news audiences’ emotions also demand that we pay greater attention to the role of emotion in news consumption. This essay explores the role of emotion in the “fake news” phenomenon and the implementation of emotion analytics tools in news distribution. I examine the function of emotion in news consumption and the status of emotion within existing news literacy training programs. Finally, I offer suggestions for addressing emotional responses to news with students, including both mindfulness techniques and psychological research on thinking processes

    Inscribing Gender: A Duoethnographic Examination of Gendered Values and Practices in Fitness Tracker Design

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    Using fitness trackers to generate and collect quantifiable data is a widespread practice aimed at better understanding one’s health and body. The intentional design of fitness trackers as genderless or universal is predicated on masculinist design values and assumptions and does not result in “neutral” artifacts. Instead, ignoring gender in the design of fitness tracking devices marks a dangerous ongoing inattention to the needs, desires, lives, and life chances of women, as well as transgender and gender non-conforming persons. We utilize duoethnography, a methodology emphasizing personal narrative and dialogue, as a tool that promotes feminist reflexivity in the design and study of fitness tracking technologies. Using the Jawbone UP3 as our object of study, we present findings that illustrate the gendered physical and interface design features and discuss how these features reproduce narrow understandings of gender, health, and lived experiences

    Emerging technologies for learning report (volume 3)

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