Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
The invisible computer
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
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Until now desktop, laptop and PDA are the major hardware technology used in establishing digital learning environment, in which the software and hardware design concept in mine is one computer one learner. The information technology design now is adult-oriented, not kid-oriented. Kids have their requirements in using information technologies, but not just with smaller size of monitor, keyboard, mouse and pen. In order to explore kids' requirements, researchers have been trying to use tangible, mobile, and mini-sensor technology to redesign new interfaces for kids in learning. In this study, the authors are trying to use a wireless sensor network technology which is a gesture detection network to construct a face-to-face whole group learning classroom. In the classroom, the entire students are equipped with gesture detection ribbon which can detect the students' gesture in three dimensions. A learning activity, distributed stories sharing, is designed to support this kind of learning environment. In the distributed stories sharing activity, the students are required to complete stories acquisition, stories sharing, stories composition, and peer review tasks by using the gesture detection devices in the classroom.