The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play
The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play
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可穿戴学习平台:支持游戏设计和主动游戏的计算思维工具
DOI:
10.1007/s10758-022-09601-1
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发表时间:
2022
期刊:
影响因子:
--
通讯作者:
Micciolo, Matthew
中科院分区:
文献类型:
--
作者:
Arroyo, Ivon;Closser, Avery Harrison;Castro, Francisco;Smith, Hannah;Ottmar, Erin;Micciolo, Matthew
This emerging technology report introduces theWearableLearning(WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available atWearableLearning.org,it allows students and teachers to play, create, debug, and manage multiplayer, active games. To date,WearableLearninghas been used in schools and afterschool programs by roughly 500 students and 25 teachers to create games covering STEM curricular content.WearableLearningenables the creation of physically active and social games, while offering possibilities for research on computational thinking, embodied cognition, collaborative learning, game-based learning, and practical applications of technology in STEM classrooms.
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