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Autor/inn/enArroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew
TitelThe WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play
QuelleIn: Technology, Knowledge and Learning, 28 (2023) 4, S.1815-1824 (10 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Arroyo, Ivon)
ORCID (Closser, Avery Harrison)
ORCID (Castro, Francisco)
ORCID (Smith, Hannah)
ORCID (Ottmar, Erin)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN2211-1662
DOI10.1007/s10758-022-09601-1
SchlagwörterTechnology Uses in Education; Computation; Thinking Skills; Games; Design; Play; STEM Education; Secondary School Students; Physical Activities; Electronic Learning; Game Based Learning
AbstractThis emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play, create, debug, and manage multiplayer, active games. To date, "WearableLearning" has been used in schools and afterschool programs by roughly 500 students and 25 teachers to create games covering STEM curricular content. "WearableLearning" enables the creation of physically active and social games, while offering possibilities for research on computational thinking, embodied cognition, collaborative learning, game-based learning, and practical applications of technology in STEM classrooms. (As Provided).
AnmerkungenSpringer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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