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...
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...
Contemporary societies are increasingly complex and linguistically, ethnically and culturally diverse. This diversity poses challenges in terms of linguistic plurality, cultural integration, social cohesion etc and places demands on citizens, workers and employers to be able to operate within a context of complexity. Mobility and migration increase the need for culture-sensitive approaches and appropriate communication strategies. Sensitivity to cultural differences and specific requirements ...
School and University students studying STEM (Science, Technology, Engineering, Mathematics) subjects often encounter barriers to their understanding of complex concepts. However, unlike in the arts, students are frequently poorly motivated to overcome these barriers. Focusing on _performance_ JuxtaLearn will provoke student curiosity in science and technology through creative film making and editing activities. Computational identification of students' barriers to conceptual understanding wi...
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 project is to explore which kind of cross-media services can be developed in order to promote novel ways of citizen participation in local governance activities. In particular, co-design interactive techniques (involving different stakeholders) are used to identify the needs for the design of such services. The project bring researchers and students from Linnaeus (Sweden) and Makerere (Uganda) University together with different actors from the Women of Uganda Network in order t...
