The collaborative visualization project
Communications of the ACM - Special issue on technology in K–12 education
Cooperative inquiry: developing new technologies for children with children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Impact of New Information Technologies on Teachers and Students
Education and Information Technologies
Proceedings of the 2003 conference on Interaction design and children
Using digital cultural probes in design with children
Proceedings of the 2003 conference on Interaction design and children
Communications of the ACM - Scratch Programming for All
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This paper describes a cooperative design project to develop ways to use Nintendo Wii Remotes as inexpensive data acquisition tools for science. In collaboration with a 6th grade physics instructor and his students, we have developed software tools and curriculum that enable science teachers and students to repurpose gaming technologies to study concepts such as velocity and acceleration. The project involved a year's observation of students' project based learning in a 6th grade physics class, followed by a year of design experimentation to engage students in integrating game controllers into their projects. Using the insights from their observations and suggestions, we created three different Wii Remote-based setups that used the IR camera and the accelerometer to help students glean data from their projects. In this paper, we provide an overview of the project, and then offer data that demonstrates the added value across the material, social, experiential, and temporal aspects of inquiry science activity. We conclude by identifying key design opportunities within this space.