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resource research Media and Technology
This paper examines the benefits and obstacles to young people's open-ended and unrestricted access to technological environments. While children and youth are frequently seen as threatened or threatening in this realm, their playful engagements suggest that they are self-possessed social actors, able to negotiate most of its challenges effectively. Whether it is proprietary software, the business practices of some technology providers, or the separation of play, work, and learning in most classrooms, the spatial-temporality of young people's access to and use of technology is often configured
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TEAM MEMBERS: Gregory Donovan Cindi Katz
resource research Media and Technology
Over the next 10 years, we anticipate that personal, portable, wirelessly-networked technologies will become ubiquitous in the lives of learners — indeed, in many countries, this is already a reality. We see that ready-to-hand access creates the potential for a new phase in the evolution of technology-enhanced learning (TEL), characterized by "seamless learning spaces" and marked by continuity of the learning experience across different scenarios (or environments), and emerging from the availability of one device or more per student ("one-to-one"). One-to-one TEL has the potential to "cross
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TEAM MEMBERS: Tak-Wai Chan Jeremy Roschelle Sherry Hsi M. Kinshuk Mike Sharples Tom Brown Charles Patton
resource research Media and Technology
The development of interactive, participatory, multisensory environments that combine the physical with the virtual comes as a natural continuation to the computer game industry's constant race for more exciting user experiences. Specialized theme parks and various other leisure and entertainment centers worldwide are embracing the interactive promise that games have made users expect. This is not a trend limited to the entertainment domain;non-formal learning environments for children are also following this path, backed up by a theoretical notion of play as a core activity in a child's
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TEAM MEMBERS: Maria Roussou
resource research Media and Technology
Open collaborative authoring systems such as Wikipedia are growing in use and impact. How well does this model work for the development of educational resources? In particular, can volunteers contribute materials of sufficient quality? Could they create resources that meet students’ specific learning needs and engage their personal characteristics? Our experiment explored these questions using a novel web-based tool for authoring worked examples. Participants were professional teachers (math and non-math) and amateurs. Participants were randomly assigned to the basic tool, or to an enhanced
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TEAM MEMBERS: Turadg Aleahmad Vincent Alevan Robert Kraut
resource research Media and Technology
For the past twenty years there has been a slow trickle of research disseminated through a variety of channels on the natureand use of computer interactives within museum and gallery environments. This research has yet to be consolidated into arobust and coherent evidence base for considering and understanding the continued investment in such interactives byinstitutions.Simultaneously however, the technology has changed almost beyond recognition from early kiosk-based computer exhibitsfeaturing mostly film and audio content, through to the newer generation of multi-touch interfaces being
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TEAM MEMBERS: Jenny Kidd Irida Ntalla William Lyons
resource research Media and Technology
This paper demonstrates a pressure-sensitive depth sorting technique that extends standard two-dimensional (2D) manipulation techniques, particularly those used with multitouch or multi-point controls. Then analyzes the combination of this layering operation with a page-folding metaphor for more fluid interaction in applications requiring 2D sorting and layout.
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TEAM MEMBERS: Philip L. Davidson Jefferson Y. Han
resource research Media and Technology
Though many tabletop applications allow users to interact with the application using complex multi-touch gestures, automated tool support for testing such gestures is limited. As a result, gesture-based interactions with an application are often tested manually, which is an expensive and error prone process. In this paper, we present TouchToolkit, a tool designed to help developers automate their testing of gestures by incorporating recorded gestures into unit tests. The design of TouchToolkit was informed by a small interview study conducted to explore the challenges software developers face
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TEAM MEMBERS: Shahedul Huq Khandkar S. M. Sohan Jonathan Sillito Frank Maurer