TY - JOUR
T1 - Affordances of digital, textile and living media for designing and learning biology in k-12 education
AU - Kafai, Yasmin B.
AU - Horn, Michael
AU - Danish, Joshua
AU - Humburg, Megan
AU - Tu, Xintian
AU - Davis, Bria
AU - Georgen, Chris
AU - Enyedy, Noel
AU - Bumbacher, Engin
AU - Blikstein, Paulo
AU - Washington, Peter
AU - Riedel-Kruse, Ingmar
AU - Clegg, Tamara
AU - Byrne, Virginia
AU - Norooz, Leyla
AU - Kang, Seokbin
AU - Froehlich, Jon
AU - Walker, Justice T.
AU - Lui, Debora
AU - Anderson, Emma
AU - Kafai, Yasmin B.
N1 - Publisher Copyright:
© ISLS.
PY - 2018
Y1 - 2018
N2 - 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.
AB - 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.
UR - http://www.scopus.com/inward/record.url?scp=85053877825&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85053877825&partnerID=8YFLogxK
M3 - Conference article
AN - SCOPUS:85053877825
SN - 1814-9316
VL - 2
SP - 1275
EP - 1282
JO - Proceedings of International Conference of the Learning Sciences, ICLS
JF - Proceedings of International Conference of the Learning Sciences, ICLS
IS - 2018-June
T2 - 13th International Conference of the Learning Sciences, ICLS 2018: Rethinking Learning in the Digital Age: Making the Learning Sciences Count
Y2 - 23 June 2018 through 27 June 2018
ER -