The R&D goals of the project are:
- To design activities and software to help students and teachers harness everyday technologies to support scientific inquiry in science classroom labs and projects and, more broadly
- To develop activities and software tools that encourage young people to repurpose these same technologies for their own interests and pursuits in and out of school.
General research interests include:
- Investigating how students think together with data in a design context
- Documenting how students think about and with the technologies of their everyday lives
- Understanding what and how kids learn by hacking technologies embedded in their social worlds
- Understanding the dynamics in play when these technologies are brought into in formal learning contexts such as classrooms and afterschool programs
- Investigating if and how such classroom experiences influence students future learning trajectories in and out of school
- Investigating effective collaborative tools, interfaces, and visualizations to support integration of everyday sensor-based technologies with math and science inquiry.
With Swedish partners, we are studying several aspects related to gaming technologies and learning, among them:
- Classroom codesign processes
- Science and social science learning
- Effective curriculum design
- Learner interface/experience design
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