Digitally augmented physical spaces (e.g., smart classrooms) offer opportunities to engage students in novel and potentially transformative learning experiences. This paper presents an immersive rainforest simulation and collective inquiry activity where students collect observational data from the environment and explore their peers' data through large visualization displays and personal mobile devices. Two iterations of the design were tested, which resulted in higher quality student explanations constructed. Images were found to be an important source of evidence for the explanations, more so than text-only evidence. We also found that patterns of collective ideas influenced student performance, and that visualizations, as ambient or plenary displays, supported both teacher and students in reviewing patterns of collected data.
Digitally augmented physical spaces (e.g. smart classrooms) offer opportunities to engage students in novel and potentially transformative learning experiences. This paper presents an immersive rainforest simulation and a mobile inquiry platform where co-located students collect observational data from the environment and explore their peers' data using large visualizations displayed at the front of the room. This is relevant to the design of educational experiences, immersive and physical-digital spaces.
This research paper presents the design of an active learning curriculum and corresponding software environment called CKBiology, reporting on its implementation in two sections of a Grade 12 Biology course across three design cycles. Guided by a theoretical framework called Knowledge Community and Inquiry (KCI), we employed a design-based research methodology in which we worked closely with a high school biology teacher and team of technology developers to co-design, build, test, implement, and revise this curriculum within a blended learning context. We first present the results of a needs assessment and baseline analysis in which we identify the design constraints and challenges associated with infusing a "traditional" Grade 12 Biology course with a KCI curriculum. Next, we present the design narrative for CKBiology in which we respond to these constraints and challenges, detailing the activity sequences, pedagogical aspects, and technology elements used across three design iterations. Finally, we provide a qualitative analysis of student and teacher perspectives on aspects of the design, including activity elements as well as the CKBiology interface. Findings from this analysis are synthesized into design principles which may serve the wider community of active learning researchers and practitioners.
This chapter examines how digital authorship in graduate education can broaden conceptions of scholarly engagement. Using a blog created by one of the authors in the context of a graduate literacy course as data, the authors explore how digital authoring practices influence both what counts as scholarly activity and how individuals approach scholarship. They analyze this blog using a framework that addresses four characteristics of academic writing in online spaces: remix, paratext, curation, and audience. This inquiry is guided by the following questions: What are implications of regarding multimodal practices as forms of scholarly work? What does it mean to invite multimodal work in graduate education? What are affordances and challenges of engaging in multimodal scholarship? In conclusion, the authors discuss several interconnected ways that multimodal authorship can contribute to renewed visions of what counts as writing, literacy, and scholarship in graduate education.
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