Abstract
What happens when the digital playground is brought into the class room and is it possible to transform it into a valuable educational tool? The paper describes the changing process from climbing rack to indoor educational tool. The climbing rack became a math tool and in the area of fraction calculation for children in the age of eight to ten years. The transformation was done in cooperation with the company PlayAlive A/S. The design method used is inspired of design based research and action research and the tool and suggested didactics are developed in five iterations. A group of children from second grade have participated in all iterations of development as testers. The children are using their body while learning and the educational tool can be labeled as a serious game and exertainment. The educational tool and its didactics are kept separate.
Originalsprog | Engelsk |
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Titel | Cognition and Exploratory Learning in Digital Age |
Redaktører | Kinshuk Ukendt, Demetrios G. Sampson |
Antal sider | 7 |
Forlag | International Association for Development, IADIS |
Publikationsdato | 2009 |
Sider | 10-17 |
ISBN (Trykt) | 978-972-8924-95-9 |
Status | Udgivet - 2009 |
Begivenhed | IADIS CELDA 2009 Conference - Rom, Italien Varighed: 20. nov. 2009 → 22. nov. 2009 |
Konference
Konference | IADIS CELDA 2009 Conference |
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Land/Område | Italien |
By | Rom |
Periode | 20/11/2009 → 22/11/2009 |
Emneord
- Læreprocesser, læremidler
- didaktik, læremiddel, læringsressource, digital kompetence
- Interaktions design
- designproces