1,503 research outputs found

    Tangible storytelling: let children play with the bits

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    The use of tangible objects makes it possible to create interactions, or dynamics, which are alternatives to the mouse and keyboard in the process of communicating with the computer. The construction of these objects incorporating electronic components lets us bring that momentum to another level. This meeting with the technology allows children to take an active role, while there is a purpose of control over the objects, which becomes important to them. With the reinforcement of that control, the introduction of programmable digital electronic components also allows the child to develop, strengthen and feel the impact of their role as competent designer and creator of technology. Current technology allows the construction of these objects and the communication with computers at a low cost through micro-controllers, using, on one hand, the open source software and on the other the open hardware.info:eu-repo/semantics/publishedVersio

    Designing connected play: Perspectives from combining industry and academic know-how. In: Chaudron S., Di Gioia R., Gemo M., Holloway D., Marsh J., Mascheroni G., Peter J., Yamada-Rice D. Kaleidoscope on the Internet of Toys - Safety, security, privacy and societal insights, EUR 28397 EN, doi:10.2788/05383

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    Academics, designers and producers tend to consider the evolving Internet of Toys (IoToys) from within their individual disciplines. On the one hand, academics bring a long history of researching and theorizing play and communication practices to the task of considering young children’s use of connected toys. On the other hand, designers and producers of connected toys have detailed understanding of the possibilities and affordances of technology, as well as the technical mechanics involved in toy production. In other words, they know what it is possible to make, and what it is not possible to make. Industry also has an eye on trends in digital toy production and content, and how these are likely to evolve. This is because the digital play industry track data on technology usage and media consumption, and so on. These are things that academics are often a step behind in understanding because of a tendency to consider children’s use of an end product. However, my work across academia and the commercial toy and digital content industry has taught me that the amount of expertise companies have of child development and theories around play and communication practices is extremely varied and start-up companies in particular have little resource to conduct in-house research. This means that some connected toys are not as well made for young users as they could be. However, these crossovers have also taught me that sometimes academics call for changes to designs that are not easily possible or commercially viable. Therefore, regular collaboration between academia and industry would aid production of the best possible connected toys and content for young children

    Digital Media, Video Games, and the Law Introductory Essay

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    Supervision’s New Challenge: Facilitating a Multidimensional Curriculum

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    In this article I propose that curriculum and instruction are inextricably intertwined, curriculum development should be an important function of educational supervision, and supervision should foster a multidimensional curriculum developed by teachers. The proposed curriculum framework includes cognitive, social-emotional, moral, cultural, democratic, creative-artistic, and health and physical dimensions. I provide a rationale for including each of the seven dimensions, and recommend integrating the seven dimensions within a holistic curriculum. I contend that each dimension of the proposed curriculum will promote learning in the other dimensions. The suggested curriculum development process involves the supervisor facilitating professional development for teachers and curriculum design by teachers. Finally, I recommend a three-phase model for curriculum development leading to the multidimensional curriculum, with continuous curriculum development at the school, team, and individual level

    The Application of Playing in Early Childhood Education Based on Piaget’s Way of Thinking

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    Childhood is identic with playing, and children are also said to be Homo Ludens or creatures of play. The Indonesian government is promoting criteria emphasizing play as a learning process. In addition, an emancipated curriculum means that children are given the opportunity for freedom of choice and activities so that students can build their knowledge. This policy contributes to Piaget's concept of thinking, which sees how children learn by constructing their knowledge. This study looks at the application of play in early childhood education based on Piaget's way of thinking. This study uses a systematic literature review research method. The results of this study discuss how Piaget views the concept of play in early childhood. The update of this article from the previous article is that it will explain early childhood play activities more precisely according to Piaget's views. Piaget asserts that knowledge development occurs through imagination in new experiences, which actively builds and modifies prior knowledge, and play is the primary medium in which this process occurs. The results of this paper are useful for educators and parents who know better how play can provide an unconscious learning process in children

    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

    Come and play: interactive theatre for early years

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    The convergence of theatre and digital technologies can play a valuable role in theatre for early years, but, how an audience of under-5’s experiences and engages with these spaces is largely unexplored. We present an interactive performance installation and demonstrate how concepts from early years practice, in particular schemas, children’s repeated play patterns, can be used as a design framework. We integrated sensors and microcontrollers into objects, puppets, and scenography and invited eight groups of very young children and their grownups to explore the performance. We discuss how schemas are useful as a design and analysis tool in TEY, how schemas need to be expanded to include multi-sensory interactions with hybrid physical-digital objects, and how designers need to consider the roles of adults who scaffold interaction between very young children and their surroundings

    Bringing optics to Fab Labs in Europe

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    A double-edged sword: Use of computer algebra systems in first-year Engineering Mathematics and Mechanics courses

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    Many secondary-level mathematics students have experience with graphical calculators from high school. For the purposes of this paper we define graphical calculators as those able to perform rudimentary symbolic manipulation and solve complicated equations requiring very modest user knowledge. The use of more advanced computer algebra systems e.g. Maple, Mathematica, Mathcad, Matlab/MuPad is becoming more prevalent in tertiary-level courses. This paper explores our students’ experience using one such system (MuPad) in first-year tertiary Engineering Mathematics and Mechanics courses. The effectiveness of graphical calculators and computer algebra systems in mathematical pedagogy has been investigated by a multitude of educational researchers (e.g. Ravaglia et al. 1998). Most of these studies found very small or no correlation between student use of graphical calculators or exposure to computer algebra systems with future achievement in mathematics courses (Buteau et al. 2010). In this paper we focus instead on students’ attitude towards a more advanced standalone computer algebra system (MuPad), and whether students’ inclination to use the system is indicative of their mathematical understanding. Paper describing some preliminary research into use of computer algebra systems for teaching engineering mathematics
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