This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and specific…mehr
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and specific implementation, this timely and critical volume examines how body responsive technologies are being used within the educational community to advance the next generation of educational technology.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Victor R. Lee is Assistant Professor of Instructional Technology and Learning Sciences at Utah State University, USA. He has been awarded the NSF CAREER award, the Jan Hawkins Award, and a National Academy of Education/Spencer Foundation Fellowship. His most recent publications discuss new possibilities for using wearable technologies in schools.
Inhaltsangabe
Introduction: Technology Meets Body, Body Meets Technology Victor R. Lee Part I: Opportunities and Challenges for Integration and Implementation 1. The Monster in the Machine, or Why Educational Technology Needs Embodied Design Dor Abrahamson 2. Getting Into the Cue: Embracing Technology-Facilitated Body Movements as a Starting Point for Learning Robb Lindgren 3. Scratching the Surface: Opportunities and Challenges From Designing Interactive Tabletops for Learning Alissa N. Antle 4. Turning to Embodied Technological Artifacts to Learn About Ourselves: Augmenting Performance and Learning Through Recursive Feedback Sandra Y. Okita Part II: Learning Technologies and the Body in Formal Learning Environments 5. Learning Physics Through Play and Embodied Reflection in a Mixed-Reality Learning Environment Noel Enyedy and Joshua Danish 6. Re-scaling Bodies in/as Representational Instruments in GPS Drawing Rogers Hall, Jasmine Y. Ma, and Ricardo Nemirovsky 7. Playing Robot: Exploring How Students Alternate Perspectives in IPRO Carmen Petrick Smith, Matthew Berland, and Taylor Martin 8. Math With the Dance Mat: On the Benefits of Embodied Numerical Training Approaches Ursula Fischer, Tanja Link, Ulrike Cress, Hans-Christoph Nuerk, and Korbinian Moeller Part III: Learning Technologies and the Body in Informal Learning Environments 9. Looking at how Technology is Used With Bodies Over There to Figure out What Could be Done With the Technology and Bodies Over Here Victor R. Lee 10. Exhibiting Data: Using Body-As-Interface Designs to Engage Visitors With Data Visualizations Leilah Lyons 11. Identities in Motion, Identities at Rest: Engaging Bodies and Minds in Fitness Gaming Research and Design Cynthia Carter Ching and Sara Schaefer 12. The Body as Viewfinder: Using Wearable Cameras in Learning Research Jessica Umphress and Bruce Sherin 13. Closing Victor R. Lee
Introduction: Technology Meets Body, Body Meets Technology Victor R. Lee Part I: Opportunities and Challenges for Integration and Implementation 1. The Monster in the Machine, or Why Educational Technology Needs Embodied Design Dor Abrahamson 2. Getting Into the Cue: Embracing Technology-Facilitated Body Movements as a Starting Point for Learning Robb Lindgren 3. Scratching the Surface: Opportunities and Challenges From Designing Interactive Tabletops for Learning Alissa N. Antle 4. Turning to Embodied Technological Artifacts to Learn About Ourselves: Augmenting Performance and Learning Through Recursive Feedback Sandra Y. Okita Part II: Learning Technologies and the Body in Formal Learning Environments 5. Learning Physics Through Play and Embodied Reflection in a Mixed-Reality Learning Environment Noel Enyedy and Joshua Danish 6. Re-scaling Bodies in/as Representational Instruments in GPS Drawing Rogers Hall, Jasmine Y. Ma, and Ricardo Nemirovsky 7. Playing Robot: Exploring How Students Alternate Perspectives in IPRO Carmen Petrick Smith, Matthew Berland, and Taylor Martin 8. Math With the Dance Mat: On the Benefits of Embodied Numerical Training Approaches Ursula Fischer, Tanja Link, Ulrike Cress, Hans-Christoph Nuerk, and Korbinian Moeller Part III: Learning Technologies and the Body in Informal Learning Environments 9. Looking at how Technology is Used With Bodies Over There to Figure out What Could be Done With the Technology and Bodies Over Here Victor R. Lee 10. Exhibiting Data: Using Body-As-Interface Designs to Engage Visitors With Data Visualizations Leilah Lyons 11. Identities in Motion, Identities at Rest: Engaging Bodies and Minds in Fitness Gaming Research and Design Cynthia Carter Ching and Sara Schaefer 12. The Body as Viewfinder: Using Wearable Cameras in Learning Research Jessica Umphress and Bruce Sherin 13. Closing Victor R. Lee
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