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The form factors of handheld computers make them increasingly popular among K-12 educators. Although some compelling examples of educational software for handhelds exist, we believe that the potential of this platform are just being discovered. This paper reviews innovative applications for mobile computing for both education and entertainment purposes, and then proposes a framework for approaching handheld applications we call “augmented reality educational gaming.” We then describe our development process in creating a development platform for augmented reality games that draws from rapid prototyping, learner-centered software, and contemporary game design methodologies. We provide a narrative case study of our development activities spread across five case studies with classrooms, and provide a design narrative explaining this development process and articulate an approach to designing educational software on emerging technology platforms. Pedagogical, design, and technical conclusions and implications are discussed.
Eric KlopferEmail:
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Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science??s most ??gamelike?? features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.  相似文献   
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Public libraries play an important part in the development of a community. Today, they are seen as more than store houses of books; they are also responsible for the dissemination of online, and offline information. Public access computers are becoming increasingly popular as more and more people understand the need for internet access. Using a series of surveys conducted in 12 libraries across the state of Michigan, the current study is a step towards understanding why the computing facilities are widely used, and what are the motivations behind their use. In addition, barriers and other factors that hinder usage are also discussed. The findings from this study will help policy makers and library administrators evaluate the current allocation of scarce resources, help them promote greater use of the library's resources, and guide their future course of action. The study is conducted as part of a federally funded public computing center grant.  相似文献   
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Treading in the footsteps of past generations, Ontario policy advisers journeyed throughout the United Kingdom in the summer of 1966 to directly understand the educational reforms that were being undertaken in that country. On their return, these consultants brought back a number of innovations for discussion with their parent committee in the hopes of possible adaptation by the province. When their final submission was tabled two years later, the ‘Hall-Dennis Report’ (as it became popularly known) went on to reflect the tone for education in the province for a generation. This study examines the impact that Britain’s educational policies in the 1960s, and especially the ‘Plowden Report’ of 1967, may have had on the recommendations found in the Hall-Dennis Report. As well, it ties these two reports to the longstanding legacy of British influence on the Ontario education system 1 1A first version of this work was presented at the History of Education Society Conference, held in London, 26–28 November 2010. Thanks are expressed to the Social Sciences and Humanities Research Council of Canada for its support of this endeavour. .  相似文献   
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Research on expertise suggests that a critical aspect of expert understanding is knowledge of the relations between domain principles and problem features. We investigated two instructional pathways hypothesized to facilitate students’ learning of these relations when studying worked examples. The first path is through self-explaining how worked examples instantiate domain principles and the second is through analogical comparison of worked examples. We compared both of these pathways to a third instructional path where students read worked examples and solved practice problems. Students in an introductory physics class were randomly assigned to one of three worked example conditions (reading, self-explanation, or analogy) when learning about rotational kinematics and then completed a set of problem solving and conceptual tests that measured near, intermediate, and far transfer. Students in the reading and self-explanation groups performed better than the analogy group on near transfer problems solved during the learning activities. However, this problem solving advantage was short lived as all three groups performed similarly on two intermediate transfer problems given at test. On the far transfer test, the self-explanation and analogy groups performed better than the reading group. These results are consistent with the idea that self-explanation and analogical comparison can facilitate conceptual learning without decrements to problem solving skills relative to a more traditional type of instruction in a classroom setting.  相似文献   
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