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Tangible media in the science classroom

Tangible media in the science classroom. April Alexander, Roshni Jain, Andrew Russell, and Amy Wong. The History of Science Education. What is Tangible Media?. “…input devices which have a close correspondence in behavioral meaning between input and output” (Tangible Review, 2004).

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Tangible media in the science classroom

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  1. Tangible media in the science classroom April Alexander, Roshni Jain, Andrew Russell, and Amy Wong

  2. The History of Science Education

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

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

  8. How AT&T Predicted the Future

  9. What Trends Did You See? • …and looked at what trends came true

  10. Predictions of the Future Science Classroom from 1995 for 2005

  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? Individual Student-driven 3-Discoveryat Your Fingertips Generic Media Ex: Low-cost generic toys that can teach multiple concepts Ex: Lots of cheap content specific toys Abstract Learning Applied Learning Teacher Demonstration Systems Large Display Multi-Touch Ex: Large, generic, expensive systems run by the teacher Ex: High-end content-specific systems run by the teacher Teacher-focused

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

  17. Tangible Media Physics

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

  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. References • (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. • KnowledgeWorksFoundation 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-8e2743a28ec5 • AT&T’s You Will Advertisement Montage: http://www.youtube.com/watch?v=TZb0avfQme8

  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. AppliedStudent Driven vs. Teacher FocusedAMY PRESENT

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