Researchers

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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