TY - GEN
T1 - Use of the curiosity cabinet metaphor to support inclusive learning
AU - Charlton, Patricia
AU - Preston, Anne
AU - Karagiannidis, Charalampos
AU - Kouroupetroglou, Christos
AU - Grenon, Muriel
AU - Handschuh, Siegfried
AU - Koumpis, Adamantios
N1 - Publisher Copyright:
© 2016 ACM.
PY - 2016/12/1
Y1 - 2016/12/1
N2 - Our idea relates to the combination of emerging HCI technologies such as Virtual and Mixed Reality and an innovative Question and Answering (Q&A) system with already existing concepts of spatial learning and inquiry-based learning in education in order to evolve them to answer the needs of modern education. In the project we use the concept of the curiosity cabinet as our core 'learning enabling' metaphor. To enable the creation of learning experiences we are combining the curiosity cabinet metaphor with a set of artefacts (real of virtual objects) so that educators can set the stage for the learning experience. Moreover, we also facilitate learners to design and create their learning spaces by accessing the artefacts collection and selecting items they find appropriate to include in their spaces attaching additional information related to the respective learning experience. Therefore, learning spaces created during a learning experience support both highly individualized curiosity cabinets as well a shared space to co-design, co-create and share the learning artefacts. This supports both the personalized learning spaces for the individual learning to develop agency of learning, as well as collaborative group learning spaces. These personalized and collaborative learning spaces evolve over time to reflect changes in the learning and development and, habits and needs of each particular learner or group of learners.
AB - Our idea relates to the combination of emerging HCI technologies such as Virtual and Mixed Reality and an innovative Question and Answering (Q&A) system with already existing concepts of spatial learning and inquiry-based learning in education in order to evolve them to answer the needs of modern education. In the project we use the concept of the curiosity cabinet as our core 'learning enabling' metaphor. To enable the creation of learning experiences we are combining the curiosity cabinet metaphor with a set of artefacts (real of virtual objects) so that educators can set the stage for the learning experience. Moreover, we also facilitate learners to design and create their learning spaces by accessing the artefacts collection and selecting items they find appropriate to include in their spaces attaching additional information related to the respective learning experience. Therefore, learning spaces created during a learning experience support both highly individualized curiosity cabinets as well a shared space to co-design, co-create and share the learning artefacts. This supports both the personalized learning spaces for the individual learning to develop agency of learning, as well as collaborative group learning spaces. These personalized and collaborative learning spaces evolve over time to reflect changes in the learning and development and, habits and needs of each particular learner or group of learners.
KW - Curiosity cabinet
KW - Experiential learning
KW - Interaction metaphors
KW - Learning artefacts
KW - Mixed and virtual reality
KW - STEM
UR - http://www.scopus.com/inward/record.url?scp=85018335915&partnerID=8YFLogxK
U2 - 10.1145/3019943.3019988
DO - 10.1145/3019943.3019988
M3 - Conference Publication
T3 - ACM International Conference Proceeding Series
SP - 309
EP - 314
BT - DSAI 2016 - Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-Exclusion
PB - Association for Computing Machinery
T2 - 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-Exclusion, DSAI 2016
Y2 - 1 December 2016 through 3 December 2016
ER -