• 学术搜索
  • 科研智能体
    • Research Labs
    • AI 阅读
    • AI 文库
    • 深度研究
    • 学者亮点
  • 学术资源
    • AI2000
    • 期刊/会议
    • 学者库
    • 学术API
      MCP&Skill
    • 溯源树
    • 数据集
  • 知识沉淀
    • 学术空间
订阅小程序
旧版功能
aminer vip
开通会员低至0.73元/天
一次搞定AI科研
立即登录
  • English
  • 联系方式
    Creativity and Fabrication in Education

    Creativity and Fabrication in Education

    Conference

    年发文量

    研究主题

    论文(211)

    排序
    1TALES from an Irish Constructionist Classroom
    Rose Ni Dhubhda

    This paper explores the possibilities for enhancing the Irish-language learning experience through students collaboratively constructing digital artefacts in the form of stories via design-based learning activities aligned with curricular knowledge in and through the medium of Irish. Irish is one of Ireland's two official languages where Irish is the national minority language and English is the dominant majority language. For quite some time, however, significant weaknesses have been noticeable in the teaching of Irish as a second language in the primary education system. This study culminates in a practical innovative model called TALES (Technology, Activity, Language Learning, Engagement and Story) and offers a possible solution to the problem of underachievement in Irish. TALES integrates all four language skills through the storytelling phase and maps them to four corresponding multimedia skills during the digital recreation phase, developing language and technology skills in the process. It externalises student thinking whilst co-creating sharable learning artefacts, negotiating meaning and deepening learning. TALES engages students in the meaningful production of the Irish language, and provides them with increased and spontaneous opportunities to speak and write the language through creative writing and digital recreation activities. It supports a curriculum-aligned, student-centred, technology-enhanced, design-based, constructionist and collaborative approach to language learning. Students demonstrated a more positive attitude towards Irish and were intrinsically motivated to learn it. They became more digitally fluent as they became more adept at designing and creating, developing interpersonal, communicative and problem-solving skills in the process.

    2023
    引用
    AI阅读
    加入学术空间
    2The REACH System: Boundary Spanning's Support of Distributed Collaborative Making
    Casey Smith,Mike Tissenbaum

    Attempting the hands-on activities typical of makerspaces without in-person expert facilitation can lead to frustration and decreased engagement. This study aims to explore the collaboration affordances of REACH, a novel communication device that allows users to share gestures around a common artifact while in separate locations. Using a modified version of the divergent collaborative learning mechanisms framework (DCLM), this paper highlights the affordances of REACH to support students in collaboratively engaging in joint attention and boundary spanning perception and action, even when they are physically disparate.

    2023
    引用
    AI阅读
    加入学术空间
    3PaperCut: A Craft-Centered Approach to Digital Fabrication Using Cut Paper As a Design Medium
    Amy Traylor,Ruby Ta,Alyssa Johnson,Leah Buechley

    This paper introduces PaperCut, software that enables novices to design textured 3D vessels from paper cutouts. The software and accompanying workflow were developed to enable novices to explore 3D printing entirely through hands-on craft-based activities, bypassing traditional Computer Aided Design (CAD) and Computer Aided Machining (CAM) software workflows. The approach is designed to enable novice creators to apply their expertise in traditional craft to interactions with a 3D printer. We describe our approach and discuss a workshop in which participants used PaperCut to create 3D printed forms in clay and a custom 3D printable play-dough.

    2023
    引用
    AI阅读
    加入学术空间
    4Measuring the Viability of Maker Technology Adoption Within Classrooms: Evaluating Teacher Instructional and Cognitive Load Through Constructionism and Making.
    Colby Tofel-Grehl,David F. Feldon

    Making and constructionism offer teachers novel ways to engage students in learning. These novel approaches allow students to engage in rich, meaningful learning while building their broader STEM skillset. However, rates of adoption and curricular integration remain sporadic and difficult to understand. For many teachers, the question of integrating making and technology within their classroom becomes “is it worth the effort?” With few teachers expert in maker technologies before entering the classroom, issues of cognitive load associated with technology adoption are of high importance for teacher adoption of technology. How much mental effort it will take for them to learn a technology and subsequently teach it are essential parts of making informed instructional decisions within schools and classrooms. We use the term Technological Instructional Overhead (TIO) to evaluate and engage the various cognitive and practical considerations for teachers when potentially adopting maker projects and technologies within their classrooms.

    2023
    引用
    AI阅读
    加入学术空间
    5Constructing Computational Identities: Exploring Constructionism and Identity in an Introductory High School Computer Science Course
    Jacob Wolf,Jenny Han,Chris Proctor, Emma Brown,Paulo Blikstein

    Justifying universal K12 computer science (CS) education requires a clear articulation of why CS is valuable for all students. Drawing from Constructionist perspectives on the relationship between computers and cognition, we analyze interviews with secondary school students at the end of their time in a 2-year, constructionist CS course to better understand how these students’ CS education affected their experiences with computing in their everyday lives. In doing so, we identify three types of experience where students begin to “re-see” technology: respect, curiosity, and an impetus to do more. We analyze these experiences using Constructionist perspectives on computer cultures, material intelligence, and liberatory pedagogy. Finally, we discuss how computational identity development is a unique process mediated by learners' participation in communities of practice and explore implications of this analysis for the goals of K12 CS education.

    2023
    引用
    AI阅读
    加入学术空间
    立即登录,查看全部 211 篇论文

    高被引作者

    作者引用发文
    Tammy Qiu2531
    Stefania Druga2531
    Edna Tan1904
    Angela Calabrese Barton1904
    Yasmin B Kafai1178
    Kristin A. Searle1044
    Danielle Boyd Harlow1004
    Ole Sejer Iversen984
    Deborah A. Fields926
    Rachel Charlotte Smith762

    高产作者

    作者引用发文
    Yasmin B Kafai1178
    Sharon Lynn Chu636
    Deborah A. Fields926
    Marianne Kinnula675
    Paulo Blikstein225
    Francis Quek495
    Yumiko Murai275
    Debora A. Lui525
    Netta Iivari644
    Panos Markopoulos534

    相关期刊

    Interaction Design & Architecture(s)
    Serious Games Development and Applications
    Fachtagung "e-Learning" der Gesellschaft für Informatik
    GamiFIN Conference
    International Conference on Game Jams, Hackathons, and Game Creation Events
    Immersive Learning Research Network
    RiE - Robotics in Education
    Synthesis Lectures on Human-centered Informatics
    International Conference on Interaction Design and Children
    DeLFI Workshops