New technologies enable novel types of learning activities that differ radically from traditional approach of visiting lectures and doing homework assignments. Namely, these technologies support transforming our everyday environments into learning environments. This concept is referred to in the literature as ubiquitous learning. Enriching ubiquitous learning systems with adaptive functionality facilitates personalization of learning activities by adapting them to learners' progress and situation. In this article, we identify needs of four user roles in ubiquitous learning systems, i.e. learner, instructor, developer, and researcher. We analyze the state of the art in ubiquitous learning and find that roles other than learners have not received much attention in the literature. Finally, we propose supporting different needs identified for four user roles by adding meta-level functionality to ubiquitous learning systems. This proposal adds self-introspective capabilities to such systems to serve their users better.
Abstract:In this research, we studied the human dimensions of experience and knowledge, confidence, motivation, and fun with regard to four technological dimensions referring to a FabLab environment: 2D and 3D design, tools and machines, prototyping with electronics, and programming. An intensive, two-week training period for high school students in digital fabrication and design was utilized as a testbed to evaluate how the participants modified their perception of the four human dimensions during the training. We identified that prototyping with electronics and programming were the most significant obstacles. In addition, the perception of acquired knowledge and confidence had increased considerably after training except for the programming domain. FabLab trainers can utilize the trainees' perceptions on different dimensions to emphasize the specific design aspects of the activity in order to achieve the training goals. We also expect that a detailed description of the experiment setup can be useful to other researchers and practitioners while organizing activities at FabLab.
Digital fabrication laboratories (FabLabs) influence how we think, ideate, do, make, and create. To enable the full capacity of materialization of the most creative ideas in the FabLab, a fundamental understanding of the processes in the FabLab is required. To accomplish this, we propose a framework for dynamically and ubiquitously capturing human-human (team) interactions, humantool/machine interactions, and human-design-object interactions in the complex scenarios that occur in the paradigm of making in FabLabs. The framework elaborates three methods. The first method produces categories of creative spaces about activities and users in the FabLab. The second method identifies interactions between users and tools, and between users. Last, the third method identifies indepth cognitive and thinking types of makers in the FabLab. The proposed framework can improve creative results and experiences of all stakeholders in the making process in the FabLab, and provide easy customization of the FabLab training for different audiences.
Maker and DIY communities are constantly sharing tutorials, projects documentation, as well as design sketches and model files. Producing documentation of good quality has its challenges, one of them being the amount of time needed to generate it. In this paper, we present a software tool that assists makers and hobbyists in creating reports and tutorials of their projects on-the-go, that is, at the same time they are working on them. A mobile phone application allows taking pictures, grouping them and annotating them with text and audio. All the material collected during the making activity is automatically stored online and presented in a website created for the project. The maker can later modify this site by means of adding additional text, reordering the pictures, or including extra multimedia content or design files. This tool is specially tailored to the documentation needs of the Fab Lab network.
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