ACM Home Page
Please provide us with feedback. Feedback
Ambient wood: designing new forms of digital augmentation for learning outdoors
Full text PdfPdf (382 KB)
Source Interaction Design and Children archive
Proceedings of the 2004 conference on Interaction design and children: building a community table of contents
Maryland
Pages: 3 - 10  
Year of Publication: 2004
ISBN:1-58113-791-5
Authors
Y. Rogers  Indiana University
S. Price  University of Sussex, UK
G. Fitzpatrick  University of Sussex, UK
R. Fleck  University of Sussex, UK
E. Harris  University of Sussex, UK
H. Smith  University of Sussex, UK
C. Randell  Bristol University, UK
H. Muller  Bristol University, UK
C. O'Malley  Nottingham University, UK
D. Stanton  Nottingham University, UK
M. Thompson  University of Southampton, UK
M. Weal  University of Southampton, UK
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 24,   Downloads (12 Months): 110,   Citation Count: 27
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1017833.1017834
What is a DOI?

ABSTRACT

Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
Ackerman, E. (1996) Perspective-Taking and Object Construction: Two Keys to Learning. In Y. Kafai and M. Resnick (Eds.), Constructionism in Practice: Designing, Thinking and Learning in a Digital World. Lawrence Erlbaum, NJ.
 
3
Ananny, M. & Cassell, J. (2001) Telling Tales: A new toy for encouraging written literacy through oral storytelling. Presentation at Society for Research in Child Development, Minneapolis.
 
4
Anderson, R. E. (1992) Social impacts of computing: Codes of professional ethics. Social Science Computing Review 10, 2, 453-469.
 
5
Bekkestua. (2003) Mobile Education - A Glance at the Future. http://www.dye.no/articles/a_glance_at_the_future/introduction.html
 
6
Chen, Y., Kao, T. & Sheu, J. (2003) A mobile learning system for scaffolding bird watching learning Journal Computer Assisted Learning, 19, 347-359.
7
 
8
Davis, S. (2003) Observations in classrooms using a network of handheld devices. Journal Computer Assisted Learning 19, 3, 298-307.
 
9
 
10
Gay, G., Reiger, R. & Bennington, T. (2001) Using mobile computing to enhance field study. In Miyake, N., Hall R, & Koschmann, T. (Eds.), Carrying the conversation forward. Mahwah, NJ, Erlbaum 507-528.
11
 
12
Hsi, S. (2003) A study of user experiences mediated by nomadic web content in a museum. Journal Computer Assisted Learning, 19, 308-319.
13
14
 
15
LineZine (2000) <u>http://www.linezine.com/elearning.htm</u>
16
17
 
18
Okada, M. & Yamada, A. (2003) Digital-EE II: RV-augmented interface design for networked collaborative environmental learning. Proceedings of CSCL. Kluwer Academic Publishers, 265-274.
 
19
Quinn, C. (2000) mLearning: Mobile, Wireless, In-Your-Pocket Learning. www.linezine.
 
20
Randall, C., Price, S., Rogers, Y. & Fitzpatrick, G., (2004) The Ambient Horn: Designing a novel audiobased learning experience. Submitted to 2AD Conference.
21
 
22
Roschelle, J. (2003) Unlocking the learning value of wireless mobile devices. Journal Computer Assisted Learning, 19(3) 260-272.
 
23
24
25
26
27
 
28
 
29
Tinker, R. & Krajcik, J. (Eds.) (2001) Portable Technologies: Science Learning in Context, Kluwer.
 
30
Tinker, B., Staudt, C. & Walton, D. (2002) Monday's Lesson: The Handheld Computer as Field Guide. The Concorde Consortium: Realising the educational promise of technology, 6, 1.
 
31
 
32

CITED BY  27

Collaborative Colleagues:
Y. Rogers: colleagues
S. Price: colleagues
G. Fitzpatrick: colleagues
R. Fleck: colleagues
E. Harris: colleagues
H. Smith: colleagues
C. Randell: colleagues
H. Muller: colleagues
C. O'Malley: colleagues
D. Stanton: colleagues
M. Thompson: colleagues
M. Weal: colleagues