Please use this identifier to cite or link to this item: https://repository.isls.org//handle/1/604
Title: Affordances of Digital, Textile and Living Media for Designing and Learning Biology in K-12 Education
Authors: kafai, yasmin
Horn, Mike
Danish, Joshua
Humburg, Megan
Tu, Xintian
Davis, Bria
Georgen, Chris
Enyedy, Noel
Blikstein, Paulo
Clegg, Tamara
Byrne, Virginia L
Norooz, Leyla
kang, Seokbin
Froehlich, Jon
Walker, Justice Toshiba
Lui, Debora
Anderson, Emma
kafai, yasmin
Bumbacher, Engin
Washington, Peter
Riedel-Kruse, Ingmar
Issue Date: Jul-2018
Publisher: International Society of the Learning Sciences, Inc. [ISLS].
Citation: kafai, y., Horn, M., Danish, J., Humburg, M., Tu, X., Davis, B., Georgen, C., Enyedy, N., Blikstein, P., Clegg, T., Byrne, V. L., Norooz, L., kang, S., Froehlich, J., Walker, J. T., Lui, D., Anderson, E., kafai, y., Bumbacher, E., Washington, P., & Riedel-Kruse, I. (2018). Affordances of Digital, Textile and Living Media for Designing and Learning Biology in K-12 Education. In Kay, J. and Luckin, R. (Eds.) Rethinking Learning in the Digital Age: Making the Learning Sciences Count, 13th International Conference of the Learning Sciences (ICLS) 2018, Volume 2. London, UK: International Society of the Learning Sciences.
Abstract: In this symposium we are examining the affordances that particular materials hold for supporting learning biology inside and outside of school along three dimensions: (1) digital materials that encompass screens and software through which students can interact, (2) textile materials that allow students to wear bodysuits that can help them visualize physical movements on interactive displays, and (3) interactive materials that allow students to interact with living microorganisms through games in science museums or through computational models that students design and test against the real data in science classrooms. Panelists will discuss how affordances of tinkerability (messing around), perceptibility (seeing results), expressivity (customizing experiences), and usability (using outcomes) entered into their considerations when designing and studying of environments, games, and design activities for interacting and learning with biology.
URI: https://doi.dx.org/10.22318/cscl2018.1275
https://repository.isls.org//handle/1/604
Appears in Collections:ICLS 2018

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