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Journal ArticleDOI

A conceptual framework for mixed reality environments: designing novel learning activities for young children

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TLDR
A first pass at a conceptual framework is described and it is used to inform the design of different kinds of activities for children to experiment with to investigate how different MRE setups affected children's exploratory behavior and their understanding of them.
Abstract
How do we conceptualize and design mixed reality environments (MREs)? Here we describe a first pass at a conceptual framework and use it to inform the design of different kinds of activities for children to experiment with. Our aim was to investigate how different MRE setups affected children's exploratory behavior and their understanding of them. The familiar activity of color mixing was used: different setups were provided, where paint or light colors could be mixed by using either physical tools, digital tools, or a combination of these. The findings of our study showed that novel mixes of physical and digital "transforms" engendered much exploration and reflection.

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Citations
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Journal ArticleDOI

Savannah: mobile gaming and learning?

TL;DR: A mobile gaming experience designed to encourage the development of children's conceptual understanding of animal behaviour and highlights a number of major challenges that this format raises for the organisation of learning within schools and the design of such resources.
Proceedings ArticleDOI

Do tangible interfaces enhance learning

TL;DR: The authors provide an analytic framework of six perspectives, which describes latent trends and assumptions that might be used to motivate and guide this work, and makes links with existing research in cognitive science and education.
Book

Tangible User Interfaces: Past, Present and Future Directions

TL;DR: Tangible User Interfaces (TUIs) as discussed by the authors have emerged as a new interface type that interlinks the digital and physical worlds, drawing upon users' knowledge and skills of interaction with the real non-digital world, showing a potential to enhance the way in which people interact with and leverage digital information.
Book

Mind as Machine: A History of Cognitive Science

TL;DR: The development of cognitive science is one of the most remarkable and fascinating intellectual achievements of the modern era as discussed by the authors, and it is the project of understanding the mind by modeling its workings.
Journal ArticleDOI

Using ‘tangibles’ to promote novel forms of playful learning

TL;DR: An adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark through collaboratively interacting with a suite of tangibles, and discusses what it means to be engrossed in playful learning.
References
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Book

Where the Action Is: The Foundations of Embodied Interaction

Paul Dourish
TL;DR: This book addresses the philosophical bases of human-computer interaction and looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
Book

The Child's Conception of Space

TL;DR: The nature of space, whether an innate idea, the outcome of experience in the external world, or an operational construction has long been a source of philosophical and speculative psychological discussion.
Proceedings ArticleDOI

Digital manipulatives: new toys to think with

TL;DR: Four of the digital manipulatives-computationallyaugmented versions of blocks, beads, balls, and badges developed by the de MJT Media Lab group are discussed.
Journal ArticleDOI

The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment

TL;DR: It is believed that the KidsRoom is the first multi-person, fully-automated, interactive, narrative environment ever constructed using non-encumbering sensors.
Proceedings ArticleDOI

Perceptual issues in augmented reality

TL;DR: This paper identifies and discusses eighteen issues that pertain to Mixed Reality in general, and Augmented Reality in particular.