71 research outputs found

    Children's use of home computers from a cultural psychological perspective

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    This thesis adopts a cultural psychological perspective on children's use of computers at home and, as a contrast, in the classroom. It utilises various methodologies to investigate the actual uses that children make of computers in these settings and also focuses on how computing practices are situated within the local ecology, or context. Seventy-six 7-, 9- and 11-year-old pupils from five socially and ethnically diverse primary schools were interviewed in their schools. In addition, thirty-three families with children of comparable ages, from the same five schools, participated in a detailed study of the ecology of home computing. Findings suggest that, although parents had high educational aspirations for the ways in which their children would use a new computer, these aspirations were not met in reality. Entertainment games predominated and educational software was used comparatively little. This thesis explores why this was the case and finds that it was the differing ecologies of the home and the classroom that mediated the different uses that were found in either setting. [Continues.

    Using mobile technology to create flexible learning contexts

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    This paper discusses the importance of learning context with a particular focus upon the educational application of mobile technologies. We suggest that one way to understand a learning context is to perceive it as a Learner Centric Ecology of Resources. These resources can be deployed variously but with a concern to promote and support different kinds of mediations, including those of the teacher and learner. Our approach is informed by sociocultural theory and is used to construct a framework for the evaluation of learning experiences that encompass various combinations of technologies, people, spaces and knowledge. The usefulness of the framework is tested through two case studies that evaluate a range of learning contexts in which mobile technologies are used to support learning. We identify the benefits and challenges that arise when introducing technology across multiple locations. An analytical technique mapped from the Ecology of Resources framework is presented and used to identify the ways in which different technologies can require learners to adopt particular roles and means of communication. We illustrate how we involve participants in the analysis of their context and highlight the extent to which apparently similar contexts vary in ways that are significant for learners. The use of the Ecology of Resources framework to evaluate a range of learning contexts has demonstrated that technology can be used to provide continuity across locations: the appropriate contextualization of activities across school and home contexts, for example. It has also provided evidence to support the use of technology to identify ways in which resources can be adapted to meet the needs of a learner

    Making it real: exploring the potential of Augmented Reality for teaching primary school science

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    The use of Augmented Reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher-child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements
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