Design considerations for tangible and embodied learning

C. O'Malley
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引用次数: 1

Abstract

Recent developments in tangible and mobile technologies, including touch screens, sensors embedded in smartphones or other wearable devices, and so on, create potentially very interesting opportunities for forms of learning that combine sensorimotor representations arising from first person physical activity, with visual and auditory digital representations. When such technologies are embedded in social situations, they also create interesting representational topologies in which some of the user/learner's actions are observable by others but not necessarily the consequences of their activities in terms of digital representations. So, the shareability of learners' actions and their consequences with peers in collaborative learning contexts is constrained by some of the physical design features of these devices, and what is an advantage for an individual learner (small, personal, portable) can produce trade-offs in terms of opportunities for communication and group learning. In this talk I will present an analysis of some of these design constraints in terms of what they might afford for pedagogical design of embodied collaborative learning activities in young children, drawing upon a number of examples from my own and others' work. The analysis will also draw upon a number of theoretical approaches, including distributed cognition, physical distributed learning, embodied cognition and learning, and recent theories in HCI concerning so-called spectator interfaces.
对有形和具体化学习的设计考虑
最近有形和移动技术的发展,包括触摸屏、嵌入智能手机或其他可穿戴设备的传感器等,为将第一人称身体活动产生的感觉运动表征与视觉和听觉数字表征相结合的学习形式创造了潜在的非常有趣的机会。当这些技术被嵌入到社会情境中时,它们也创造了有趣的表征拓扑,其中一些用户/学习者的行为可以被其他人观察到,但不一定是他们的活动在数字表征方面的后果。因此,在协作学习环境中,学习者的行为及其结果与同伴的可共享性受到这些设备的一些物理设计特征的限制,而对于个体学习者(小型,个人,便携式)的优势可以在交流和小组学习的机会方面产生权衡。在这次演讲中,我将根据我自己和其他人的工作中的一些例子,对这些设计限制中的一些进行分析,分析它们可能为幼儿的具体化协作学习活动的教学设计提供什么。分析还将借鉴一些理论方法,包括分布式认知,物理分布式学习,具身认知和学习,以及最近关于所谓的观众界面的HCI理论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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