Changing minds: computers, learning, and literacy
Changing minds: computers, learning, and literacy
INTRODUCTION TO THE SPECIAL ISSUE ON VIDEO AS A RESEARCH AND DESIGN TOOL
ACM SIGCHI Bulletin
ICLS '04 Proceedings of the 6th international conference on Learning sciences
ICLS '04 Proceedings of the 6th international conference on Learning sciences
PLATO: a coordination framework for designers of multi-player real-time digital games
Proceedings of the International Conference on the Foundations of Digital Games
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Classroom interactions involving handheld wireless connectivity can produce great learning gains. However, characterizing interactions as they happen can be difficult. Based on the log files from two months of use in math classrooms, we have built a visualization tool for examining collaborative and individual use. The tool can be used to aid in qualitative analyses such as frequently conducted to understand learning processes (e.g. [1], [4], and [3]) or to conduct interaction or grounded theory analyses ([7], [2], and [12]). It also has the potential to be an interface to support quantitative queries. However, in order to have utility, design problems have to be solved, including how to display shifting work partnerships for a large number of actors without confusing overlaps. The current paper presents five designs with discussions of their pros and cons.