22 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

    "We need it loud!": Preschool making from mediated and materialist perspectives

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    In this chapter, we frame data analysis from multimodal (Scollon, 2001; Kress, 2003) and materialist (Lenz Taguchi, 2010) perspectives to expand our understanding of the complex interplay of purposes, properties, and possibilities in a moment of playful making at an impromptu art table in a preschool classroom. This auditory double take-that listens and listens again--problematizes educational assumptions in a prominent anthropocentric pedagogy that reads child/material productions primarily as evidence of a linear, lockstep developmental sequence. To unpack a moment of early childhood art production from two perspectives, we explore research methods that move away from privileging order and coherence, taming chaotic intra-actions among materials and humans, discounting material catalysts and perhaps child purposes. This chapter advances a notion of development as jumbled, recursive entanglement of action, artifacts, and making worlds. Art becomes coproduction through which things and humans communicate purposes and possibilities

    Facilitating student reflection through digital technologies in the iTEC project: pedagogically-led change in the classroom

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    During the Europe-wide iTEC project, student reflection has been supported through the development of two dedicated digital tools: TeamUp and ReFlex. Using these tools, students are able to monitor their progress, thus gaining a greater awareness of their learning achievements and an appreciation of the new skills they have developed. Although TeamUp and ReFlex have been well-received by teachers and students, the use of audio-visual tools to support reflection was novel for most and the project evaluation highlighted the need for detailed guidance if these technologies are to be exploited to their full advantage

    Personally Meaningful Design : Sound Making to Foster Engineering Practices with Artifacts from Home

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    Early engineering experiences can provide young people with experiences that can contribute to developing longer-term interest in the field and addressing dropout issues faced in engineering internationally. One way to engage young people with engineering is through the creation of personally meaningful sound-making projects with everyday materials and electronic kits. Sound making can make it possible for people to connect to their personal experiences and to represent these personal experiences through artistic means while also performing engineering practices, like asking questions, defining and delimiting problems, and developing and optimizing solutions with physical materials that produce sounds. Such design processes are referred to as engaging in the design of personally meaningful projects. However, it remains underspecified what personally meaningful means and, therefore, what aspects to integrate into engineering educational activity and technology designs to foster personally meaningful design opportunities. Building on constructionist perspectives on learning, this qualitative research investigated engineering practices as middle-school-aged youth used electronic construction kits and personal tangible material objects to create sounds. Iterative and thematic analysis of engineering practices of semi-structured interviews and video-recorded youth workshops showed that sound making with personal objects and electronic construction kits is a context for engineering design practices. This study also showed that integrating personal tangible projects that materialize personal histories can foster engineering practices. The findings contribute to our understanding of the theoretical idea of personally meaningful design in constructionism by presenting the importance of integrating personal histories through the design of personal projects with tangible material objects of a person’s life.Peer reviewe

    “My portfolio helps my making” : Motivations and mechanisms for documenting creative projects

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    This work was part of the Open Portfolio Project, a research initiative concerned with the use of open and decentralized portfolio systems as tools for lifelong learning and assessment, funded by the Gordon and Betty Moore Foundation

    Keune, A.Recognition in makerspaces: Supporting opportunities for women to "make" a STEM career

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    Making is a playful exploration of tools and materials to design personally meaningful artifacts, providing a particularly impactful entry point for traditionally underrepresented youth in science, technology, engineering, and mathematics (STEM) fields. However, it remains unclear how these constructionist explorations translate to eventual professional and educational STEM opportunities, especially for women. This paper tracks an exemplary case in a makerspace to theorize, describe, and analyze the behavioral patterns of young women as they engage in making and move toward expertise in STEM. Building on a material-based and constructionist notion of making, we use mediated discourse analysis to examine how recognition (materialized in artifacts as displaying, legitimising, and circulating emergent STEM expertise) leads to transformational development over time. We introduce the notion of tinkering with development, which conceptualizes playful project design, spatial project placements, and emergent online project sharing as drivers of human developmental trajectories. Implications of this work include a set of design principles to support makerspaces and other constructionist learning environments to foster participation in STEM. Further, implications for constructionist theory and STEM gender representation are discussed
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