Learning Technologies and the Body
Integration and Implementation In Formal and Informal Learning Environments
Herausgeber: Lee, Victor R
Learning Technologies and the Body
Integration and Implementation In Formal and Informal Learning Environments
Herausgeber: Lee, Victor R
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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.
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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.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 250
- Erscheinungstermin: 18. November 2016
- Englisch
- Abmessung: 229mm x 152mm x 14mm
- Gewicht: 354g
- ISBN-13: 9781138286955
- ISBN-10: 1138286958
- Artikelnr.: 47176886
- Verlag: CRC Press
- Seitenzahl: 250
- Erscheinungstermin: 18. November 2016
- Englisch
- Abmessung: 229mm x 152mm x 14mm
- Gewicht: 354g
- ISBN-13: 9781138286955
- ISBN-10: 1138286958
- Artikelnr.: 47176886
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.
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
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
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