Ubiquitous and mobile multimedia technologies enable the opportunity to interact in new ways with the physical world as they allow allocating computational power and interaction away from the limitations of desktop computers. From this perspective, learners are given the opportunity to explore the physical world and interact with it in new ways, as well as the physical world can be augmented through digital technologies. K-12 learning and education stand to benefit substantially by new design...
In an era where science education inadequacy in formal and informal contexts is becoming an increasingly challenging issue, harvesting the potential of digital science education repositories appears as a very attractive alternative. However, an impressive abundance of high quality digital content that is available in European repositories remains largely unexploited due to a number of barriers such as: the lack of interoperability between repositories, the inefficiency of current content orga...
The CoCreat project aims at presenting new solutions for promoting creative collaboration in terms of innovative learning models based on social media and mobile technology. Creative collaboration is a multidisciplinary process where various problems are explored from novel perspectives and the result of collaboration is not defined beforehand. The main idea is to develop and evaluate 'collaborative spaces' for learners of different ages in order to promote creative collaboration. The mai...
The main objective of this project is to develop library services available for all citizens and at the same time be able to implement new services to meet the increasing demands of having access to information almost at any place and time. The specific interest for Linnaeus University within this project lies on the field of mobile digital storytelling and cell phone services, which by both project stakeholders has been identified as two of the main areas for investigation and further ef...
In the AMULETS project we are exploring how teachers can develop and implement novel educational scenarios combining outdoors and indoors activities that use ubiquitous computing technologies together with stationary computers. These types of activities provide new opportunities for children and teachers to review and to continue the learning experience in the classroom, thus supporting different aspects of learning such as exploration, discussion, argumentation, collaboration and reflection.
The aim of the Collboard project is to create a learning environment that promotes the development of New Media Literacies (Jenkins et al., 2006) in the classroom, based on collaborative problem solving supported by novel ubiquitous technologies such as digitally augmented pens and interactive whiteboards. Collboard’s pedagogical rationale, based on collaborative solving of open-ended tasks, seeks to elicit collective intelligence, distributed cognition, transmedia navigation and visualizatio...
The SCeTGo project aims at the integration of the Augmented Reality technology (AR) in science teaching both in formal & informal educational environments in order to facilitate lifelong learning by offering to learners the opportunity to gain exposure to everyday science in a way that is appropriate to their individual level of understanding. This project goal is to create a portable science center experience using miniature exhibits enhanced with AR. The learners’ optical view is enrich...
