Skip to main content

WeMake: A Framework for Letting Students Create Tangible, Embedded and Embodied Environments for Their Own STEAM Learning

  • Conference paper
  • First Online:
Internet Science (INSCI 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10673))

Included in the following conference series:

Abstract

This paper presents the principles and the design of the WeMake framework. The goal of the WeMake framework is twofold: firstly, to create an interdisciplinary team of experts that together with students/teachers and a new participatory design methodology adapted to embodied interactions will develop low cost and easily reconstructable embodied interaction environments for STEAM domains; and secondly to invite students, teachers and schools across the world to build, exploit, share and assess their own versions of these embodied learning environments. The ultimate goal is to create an infrastructure that will motivate all stakeholders (from researchers to students) and maintain a perpetual cycle of embodied STEAM learning environment proposals and their deployment in the educational practice.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Abrahamson, D.: Seeing chance: perceptual reasoning as an epistemic resource for grounding compound event spaces. ZDM – Int. J. Math. Educ. 44, 869–881 (2012)

    Article  Google Scholar 

  2. Abrahamson, D.: Building educational activities for understanding: an elaboration on the embodied-design framework and its epistemic grounds. Int. J. Child-Comput. Interact. 2(1), 1–16 (2014)

    Article  Google Scholar 

  3. Antle, A.N.: The CTI framework: informing the design of tangible systems for children. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, pp. 195–202. ACM (2007)

    Google Scholar 

  4. Antle, A.N., Wise, A.F.: Getting down to details: using theories of cognition and learning to inform tangible user interface design. Interact. Comput. 25(1), 1–20 (2013)

    Article  Google Scholar 

  5. Bakker, S., Antle, A., van den Hoven, E.: Embodied metaphors in tangible interaction design. Pers. Ubiquit. Comput. 16, 433–449 (2011)

    Article  Google Scholar 

  6. Bakker, S., van den Hoven, E., Antle, A.N.: MoSo tangibles: evaluating embodied learning. In: Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 85–92. ACM (2011)

    Google Scholar 

  7. Barab, S., Squire, K.: Design-based research: putting a stake in the ground. J. Learn. Sci. 13(1), 1–14 (2004)

    Article  Google Scholar 

  8. Barfield, W., Caudell, T.: Basic concepts in wearable computers and augmented reality. In: Fundamentals of Wearable Computers and Augmented Reality, pp. 3–26 (2001)

    Google Scholar 

  9. Barsalou, L.W.: Grounded cognition. Ann. Rev. Psychol. 59, 617–645 (2008)

    Article  Google Scholar 

  10. Bevan, B., Gutwill, J.P., Petrich, M., Wilkinson, K.: Learning through STEM-rich tinkering: findings from a jointly negotiated research project taken up in practice. Sci. Educ. 99(1), 98–120 (2015)

    Article  Google Scholar 

  11. Bower, M., Sturman, D.: What are the educational affordances of wearable technologies? Comput. Educ. 88, 343–353 (2015)

    Article  Google Scholar 

  12. Buechley, L., Hill, B.M.: LilyPad in the wild: how hardware’s long tail is supporting new engineering and design communities. In: Proceedings of the 8th ACM Conference on Designing Interactive Systems, pp. 199–207. ACM, August 2010

    Google Scholar 

  13. Carbonneau, K.J., Marley, S.C., Selig, J.P.: A meta-analysis of the efficacy of teaching mathematics with concrete manipulatives. J. Educ. Psychol. 105(2), 380 (2013)

    Article  Google Scholar 

  14. Coffman, T., Klinger, M.B.: Google glass: using wearable technologies to enhance teaching and learning. In: Proceedings of Society for Information Technology & Teacher Education International Conference, pp. 1777–1780, March 2015

    Google Scholar 

  15. Colella, V.: Participatory simulations: building collaborative understanding through immersive dynamic modeling. J. Learn. Sci. 9(4), 471–500 (2000)

    Article  Google Scholar 

  16. Cramer, E.S., Antle, A.N.: Button matrix: how tangible interfaces can structure physical experiences for learning. In: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 301–304. ACM, January 2015

    Google Scholar 

  17. De Corte, E.: Constructive, self-regulated, situated, and collaborative learning: an approach for the acquisition of adaptive competence. J. Educ., 33–47 (2011)

    Google Scholar 

  18. de Freitas, S., Levene, M.: Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions. In: JISC Technology and Standards Watch Report, (TSW030), pp. 1–21 (2003)

    Google Scholar 

  19. Dede, C.: Immersive interfaces for engagement and learning. Science 323(5910), 66–69 (2009)

    Article  Google Scholar 

  20. Dougherty, D.: The maker movement. Innovations 7(3), 11–14 (2012)

    Article  Google Scholar 

  21. Enyedy, N., Danish, J.A., Delacruz, G., Kumar, M.: Learning physics through play in an augmented reality environment. Int. J. Comput.-Support. Collaborative Learn. 7(3), 347–378 (2012)

    Article  Google Scholar 

  22. Goodman, S.G., Seymour, T.L., Anderson, B.R.: Achieving the performance benefits of hands-on experience when using digital devices: a representational approach. Comput. Hum. Behav. 59, 58–66 (2016)

    Article  Google Scholar 

  23. Gutwill, J.P., Allen, S.: Facilitating family group inquiry at science museum exhibits. Sci. Educ. 94(4), 710–742 (2010)

    Article  Google Scholar 

  24. Halverson, E.R., Sheridan, K.: The maker movement in education. Harvard Educ. Rev. 84(4), 495–504 (2014)

    Article  Google Scholar 

  25. Hatton, S., Birchfield, D., Megowan-Romanowicz, M.C.: Learning metaphor through mixed-reality game design and game play. In: Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, pp. 67–74. ACM (2008)

    Google Scholar 

  26. Ishii, H., Ullmer, B.: Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems, pp. 234–241. ACM, March 1997

    Google Scholar 

  27. Kazemitabaar, M., Norooz, L., Guha, M.L., Froehlich, J.E.: MakerShoe: towards a wearable E-textile construction kit to support creativity, playful making, and self-expression. In: Proceedings of the 14th International Conference on Interaction Design and Children, pp. 449–452. ACM, June 2015

    Google Scholar 

  28. Kuznetsov, S., Paulos, E.: Rise of the expert amateur: DIY projects, communities, and cultures. In: Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, pp. 295–304. ACM, October 2010

    Google Scholar 

  29. Lee, S.A., Chung, A.M., Cira, N., Riedel-Kruse, I.H.: Tangible interactive microbiology for informal science education. In: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 273–280. ACM, January 2015

    Google Scholar 

  30. Lindgren, R., Johnson-Glenberg, M.: Emboldened by embodiment six precepts for research on embodied learning and mixed reality. Educ. Researcher 42(8), 445–452 (2013)

    Article  Google Scholar 

  31. Lindgren, R., Moshell, J.M.: Supporting children’s learning with body-based metaphors in a mixed reality environment. In: Proceedings of the 10th International Conference on Interaction Design and Children, pp. 177–180. ACM, June 2011

    Google Scholar 

  32. Lindgren, R., Tscholl, M., Wang, S., Johnson, E.: Enhancing learning and engagement through embodied interaction within a mixed reality simulation. Comput. Educ. 95, 174–187 (2016)

    Article  Google Scholar 

  33. Link, T., Moeller, K., Huber, S., Fischer, U., Nuerk, H.-C.: Walk the number line – an embodied training of numerical concepts. Trends Neurosci. Educ. 2(2), 74–84 (2013)

    Article  Google Scholar 

  34. Lyons, L., Silva, B.L., Moher, T., Pazmino, P.J., Slattery, B.: Feel the burn: exploring design parameters for effortful interaction for educational games. In: Proceedings of the 12th International Conference on Interaction Design and Children, pp. 400–403. ACM, June 2013

    Google Scholar 

  35. Malinverni, L., Pares, N.: Learning of abstract concepts through full-body interaction: a systematic review. Educ. Technol. Soc. 17(4), 100–116 (2014). doi:10.2307/jeductechsoci.17.4.100

    Google Scholar 

  36. Manches, A., O’Malley, C., Benford, S.: The role of physical representations in solving number problems: a comparison of young children’s use of physical and virtual materials. Comput. Educ. 54(3), 622–640 (2010)

    Article  Google Scholar 

  37. Mpiladeri, M., Palaigeorgiou, G., Lemonidis, C.: FRACTANGI: a tangible learning environment for learning about fractions with an interactive number line. In: Proceedings of 13th International Conference on Cognition and Exploratory Learning in Digital Age (CELDA 2016), pp. 157–164 (2016)

    Google Scholar 

  38. Norooz, L., Mauriello, M. L., Jorgensen, A., McNally, B., Froehlich, J.E.: BodyVis: a new approach to body learning through wearable sensing and visualization. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 1025–1034. ACM, April 2015

    Google Scholar 

  39. Oehlberg, L., Willett, W., Mackay, W.E.: Patterns of physical design remixing in online maker communities. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 639–648. ACM, April 2015

    Google Scholar 

  40. Palaigeorgiou, G., Karakostas, A., Skenteridou, K.: FingerTrips: learning geography through tangible finger trips into 3D augmented maps. In: Proceedings of 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), pp. 170–172 (2017)

    Google Scholar 

  41. Peppler, K.A.: STEAM-powered computing education: using E-textiles to integrate the arts and STEM. IEEE Comput. 46(9), 38–43 (2013)

    Article  Google Scholar 

  42. Petrich, M., Wilkinson, K., Bevan, B.: It looks like fun, but are they learning? In: Honey, M., Kanter, D. (eds.) Design, Make, Play: Growing the Next Generation of STEM Innovators, pp. 50–70. Routledge, New York (2013)

    Google Scholar 

  43. Pouw, W.T., Van Gog, T., Paas, F.: An embedded and embodied cognition review of instructional manipulatives. Educ. Psychol. Rev. 26(1), 51–72 (2014)

    Article  Google Scholar 

  44. Price, S., Jewitt, C.: A multimodal approach to examining ‘embodiment’ in tangible learning environments. In: Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction, pp. 43–50. ACM, February 2013

    Google Scholar 

  45. Resnick, M., Martin, F., Berg, R., Borovoy, R., Colella, V., Kramer, K., Silverman, B.: Digital manipulatives: new toys to think with. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 281–287. ACM Press/Addison-Wesley Publishing Co., January 1998

    Google Scholar 

  46. Sarama, J., Clements, D.H.: “Concrete” computer manipulatives in mathematics education. Child. Dev. Perspect. 3(3), 145–150 (2009)

    Article  Google Scholar 

  47. Sherin, M., Jacobs, V., & Philipp, R. (Eds.). (2011). Mathematics teacher noticing: Seeing through teachers’ eyes. Routledge

    Google Scholar 

  48. Sloutsky, V.M., Kaminski, J.A., Heckler, A.F.: The advantage of simple symbols for learning and transfer. Psychon. Bull. Rev. 12(3), 508–513 (2005)

    Article  Google Scholar 

  49. Stolterman, E.: The nature of design practice and implications for interaction design research. Int. J. Des. 2(1) (2008)

    Google Scholar 

  50. Stull, A.T., Barrett, T., Hegarty, M.: Usability of concrete and virtual models in chemistry instruction. Comput. Hum. Behav. 29(6), 2546–2556 (2013)

    Article  Google Scholar 

  51. Taylor, K., Hall, R.: Counter-mapping the neighborhood on bicycles: mobilizing youth to reimagine the city. Technol. Knowl. Learn. 18(1–2), 56–93 (2013)

    Google Scholar 

  52. Tolentino, L., Birchfield, D., Megowan-Romanowicz, C., Johnson-Glenberg, M.C., Kelliher, A., Martinez, C.: Teaching and learning in the mixed-reality science classroom. J. Sci. Educ. Technol. 18(6), 501–517 (2009)

    Article  Google Scholar 

  53. Vossoughi, S., Escudé, M., Kong, F., Hooper, P.: Tinkering, learning & equity in the after-school setting. In: Annual FabLearn Conference. Stanford University, Palo Alto (2013)

    Google Scholar 

  54. Wu, T., Dameff, C., Tully, J.: Integrating Google glass into simulation-based training: experiences and future directions. J. Biomed. Graph. Comput. 4(2), 49 (2014)

    Google Scholar 

  55. Zacharia, Z.C., Olympiou, G.: Physical versus virtual manipulative experimentation in physics learning. Learn. Instr. 21(3), 317–331 (2011)

    Article  Google Scholar 

  56. Zimmerman, J., Forlizzi, J., Evenson, S.: Research through design as a method for interaction design research in HCI. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 493–502. ACM, April 2007

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Anastasios Karakostas .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Karakostas, A., Palaigeorgiou, G., Kompatsiaris, Y. (2017). WeMake: A Framework for Letting Students Create Tangible, Embedded and Embodied Environments for Their Own STEAM Learning. In: Kompatsiaris, I., et al. Internet Science. INSCI 2017. Lecture Notes in Computer Science(), vol 10673. Springer, Cham. https://doi.org/10.1007/978-3-319-70284-1_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-70284-1_1

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-70283-4

  • Online ISBN: 978-3-319-70284-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics