Tangible Interaction and Cultural Forms: Supporting Learning in Informal Environments

Tangible Interaction and Cultural Forms: Supporting Learning in Informal Environments
复制标题

有形互动和文化形式:支持非正式环境中的学习

DOI:
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发表时间:
2018
期刊:
The Journal of the Learning Sciences
影响因子:
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通讯作者:
Michael S. Horn
Michael S. Horn
中科院分区:
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文献类型:
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作者:
Michael S. Horn

文献摘要

被引文献

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为博物馆,校外计划和家庭提供基于计算机的学习经验的设计师面临与此类设计的非正式性质有关的许多挑战。同时吸引潜水员的受众,支持产品的社交互动,并在本文中激活适当的先验知识和技能。基于切实的互动的非正式学习经验是指各种人与计算机的交互技术,这些技术超越了计算机屏幕,并创造了人们使用其身体和物理伪像的数字系统互动的机会。设计师塑造对象和情况的机会,尤其是在识字,学习和游戏的文化形式。称为提示形式,可以邀请参与模式的社交活动,同时提示个人的认知,身体和情感资源来说明这些论点,我描述了三种设计案例,我和同事创建了为支持博物馆和家庭学习。
Designers who create computer-based learning experiences for places like museums, out-of-school programs, and homes face a number of challenges related to the informal nature of such settings. Designs must generally function on their own without the support of teachers or curriculum while at the same time engaging a diverse audience, supporting productive social interaction, and activating appropriate prior knowledge and skills. In this article, I present an approach to the design of informal learning experiences based on tangible interaction. The term tangible refers to a variety of human–computer interaction techniques that move beyond computer screens and create opportunities for people to interact with digital systems using their bodies and physical artifacts. I argue that tangible interaction creates unique opportunities for designers to shape objects and situations to evoke cultural forms of literacy, learning, and play. In particular, I propose a class of cultural forms called cueing forms that can invite participation into patterned social activity while cueing cognitive, physical, and emotional resources on the part of individuals. To illustrate these arguments, I describe 3 design cases that colleagues and I have created to support learning in museums and homes.