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Erschienen in: Technology, Knowledge and Learning 4/2023

08.04.2022 | Original research

The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play

verfasst von: Ivon Arroyo, Avery Harrison Closser, Francisco Castro, Hannah Smith, Erin Ottmar, Matthew Micciolo

Erschienen in: Technology, Knowledge and Learning | Ausgabe 4/2023

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Abstract

This emerging technology report introduces the WearableLearning (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 at WearableLearning.org, it allows students and teachers to play, create, debug, and manage multiplayer, active games. To date, WearableLearning has been used in schools and afterschool programs by roughly 500 students and 25 teachers to create games covering STEM curricular content. WearableLearning enables 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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Fußnoten
1
For instance, in some forms of “scavenger hunt”, it might not be desirable that all players look for the same object at the same time, but different ones.
 
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Metadaten
Titel
The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play
verfasst von
Ivon Arroyo
Avery Harrison Closser
Francisco Castro
Hannah Smith
Erin Ottmar
Matthew Micciolo
Publikationsdatum
08.04.2022
Verlag
Springer Netherlands
Erschienen in
Technology, Knowledge and Learning / Ausgabe 4/2023
Print ISSN: 2211-1662
Elektronische ISSN: 2211-1670
DOI
https://doi.org/10.1007/s10758-022-09601-1

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