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TANGIBLE MEDIA IN THE SCIENCE CLASSROOM April Alexander, Roshni Jain, Andrew Russell, and Amy Wong.

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Presentation on theme: "TANGIBLE MEDIA IN THE SCIENCE CLASSROOM April Alexander, Roshni Jain, Andrew Russell, and Amy Wong."— Presentation transcript:

1 TANGIBLE MEDIA IN THE SCIENCE CLASSROOM April Alexander, Roshni Jain, Andrew Russell, and Amy Wong

2 The History of Science Education 1927 Practical Application Apparatus used to explain phenomena 1960’s Shift from practical to Abstract Concepts Decrease in Technology used 1970’s Piaget and Bruner introduce Scientific Method Classification 1980’s-1990 Emphasis on hands-on learning Present Hope of Technology Communicatio n Tangible Media

3 “…input devices which have a close correspondence in behavioral meaning between input and output” (Tangible Review, 2004) What is Tangible Media?

4 Why Tangible Media? Affordances  Physical action = FUN!  1 to 1 mapping  Pickup and play factor (Wii Sports)  Improved role play sensation (Guitar Hero)  Remove layers of abstraction, thereby, reducing the cognitive load of the activity  Kinesthetic memory for critical learnings  Physical enactment of implicit knowledge (constructionism)  Open-ended play and exploration (sometimes)

5 Tangibles in the Classroom Today

6 Tangible Media in the Market Today

7 What previous technology and classroom predictions came true? What trends were these based on? How can we use this to predict the future? Using Past Predictions to Inform Future Trends

8 How AT&T Predicted the Future

9 What Trends Did You See?  …and looked at what trends came true Ubiquitous connectivity Improved consumer experience Low-cost, electronic service Information on demand

10 Predictions of the Future Science Classroom from 1995 for 2005 Interdisciplinary Cooperative learning Teacher as a facilitator Problem solving Use of labs What is starting to come true Focus on fewer topics covered in depth Better integration of technology Science for all Bar coded textbooks What didn’t come true Large-scale curricular, or organizational changes didn’t occur Teaching approaches evolved—driven by training? Trends

11 Some Current Predictions of the Future

12 What Trends Do We See?  New ways to interact with old content  High cost  Education  Commerce transactions  Information gathering  Collaborative knowledge sharing

13 What Tangible Media Trends Do We See?  Multitouch/Pen – Crayon Physics  GPS – Wikitude  Table Displays – Reactable  RFID - Zoundz  Camera – Topps  Digital Bricks - Topobo

14 Tangible Media Predictions

15 Scenario Planning- How Will Tangible Media Look in the Classroom? Abstract LearningApplied Learning Individual Student-driven Teacher-focused 3-Discovery at Your Fingertips Large Display Multi-Touch Teacher Demonstration Systems Generic Media Ex: Low-cost generic toys that can teach multiple concepts Ex: Lots of cheap content specific toys Ex: Large, generic, expensive systems run by the teacher Ex: High-end content-specific systems run by the teacher

16 Scenario Planning- How Will Tangible Media Look in the Classroom? Abstract LearningApplied Learning Individual Student-driven Teacher-focused 3-Discovery at Your Fingertips Large Display Multi-Touch Teacher Demonstration Systems Generic Media Ex: Low-cost generic toys that can teach multiple concepts Ex: Lots of cheap content specific toys Ex: Large, generic, expensive systems run by the teacher Ex: High-end content-specific systems run by the teacher

17 Tangible Media Physics

18 Scenario Planning- How Will Tangible Media Look in the Classroom? Abstract LearningApplied Learning Individual Student-driven Teacher-focused 3-Discovery at Your Fingertips Large Display Multi-Touch Teacher Demonstration Systems Generic Media Ex: Low-cost generic toys that can teach multiple concepts Ex: Lots of cheap content specific toys Ex: Large, generic, expensive systems run by the teacher Ex: High-end content-specific systems run by the teacher

19 Tangible Media Chemistry

20 Challenges and Ethics  Low Cost  Digital Divide  Environmental impact  Low Quality?  Open Environment vs. Open-Ended  Experimental  Trendy Applications

21 Strong Areas for Future Development  Lowering the cost of tangible media  Teacher professional development  Tangible media that can be used for multiple lessons and activities  Digital-physical fusion of tangible media and smart objects for immersive learning  Further research on the learning benefits of using tangible media  Assessment for tangible media

22  (1998). International Handbook of Science Education (Kluwer International Handbooks of Education, 2 Vol. Set) (Springer International Handbooks of Education). New York: Springer.  Baird, B. (1996). The High School Science Classroom of the Future. The High School Journal  O'Malley, C., Stanton Fraser, D., 2004. Literature Review in Learning with Tangible Technologies. Discussion Paper. FutureLab, (0-9548594-2-1).  Johnson, Laurence F., Levine, Alan, and Smith, Rachel S. 2009 Horizon Report. Austin, TX: The New Media Consortium, 2009.  Shuler, Carly. D is for Digital. Sesame Workshop, 2007.  KnowledgeWorks Foundation 2006-2016 KWF/IFTF Map of Future Forces Affecting Education  Microsoft’s Future Vision Montage: http://video.msn.com/video.aspx?vid=a517b260-bb6b- 48b9-87ac-8e2743a28ec5http://video.msn.com/video.aspx?vid=a517b260-bb6b- 48b9-87ac-8e2743a28ec5  AT&T’s You Will Advertisement Montage: http://www.youtube.com/watch?v=TZb0avfQme8http://www.youtube.com/watch?v=TZb0avfQme8 References

23 Appendix  I included other versions of some of the slides here, so you can pick and choose the ones you guys like

24 What is Tangible Media? “…input devices which have a close correspondence in behavioral meaning between input and output” (Tangible Review, 2004)

25 2x2s and scenarios – lead into stories? Abstract Vs. Applied Student Driven vs. Teacher Focused AMY PRESENT Tablets at each desk SIFTABLES FOR PERIODIC TABLE Cheap, generic forms, higher level concepts, distributed team work - siftables Physics Blocks 3Discovery At Your Fingertips Lots of cheap toys, all students have individual toys, all toys are content specific Higher end systems, one per classroom Biology Evolution Table 2D Multitouch Wiimote mischief One system, generic – run by teacher High End, Transparent Demonstration Teacher has systems, all different and content specific


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