Passive Haptic Learning (PHL) is the acquisition of sensorimotor skills without active attention to learning. One method is to "teach" motor skills using vibration cues delivered by a wearable, tactile interface while the user is focusing on another, primary task. We have created a system for Passive Haptic Learning of typing skills. In a study containing 16 participants, users demonstrated significantly reduced error typing a phrase in Braille after receiving passive instruction versus control (32.85% average decline in error vs. 2.73% increase in error). PHL users were also able to recognize and read more Braille letters from the phrase (72.5% vs. 22.4%). In a second study, containing 8 participants thus far, we passively teach the full Braille alphabet over four sessions. Typing error reductions in participants receiving PHL were more rapid and consistent, with 75% of PHL vs. 0% of control users reaching zero typing error. By the end of the study, PHL participants were also able to recognize and read 93.3% of all Braille alphabet letters. These results suggest that Passive Haptic instruction facilitated by wearable computers may be a feasible method of teaching Braille typing and reading.
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Data‐art inquiry is an arts‐integrated approach to data literacy learning that reflects the multidisciplinary nature of data literacy not often taught in school contexts. By layering critical reflection over conventional data inquiry processes, and by supporting creative expression about data, data‐art inquiry can support students' informal inference‐making by revealing the role of context in shaping the meaning of data, and encouraging consideration of the personal and social relevance of data. Data‐art inquiry additionally creates alternative entry points into data literacy by building on learners' non‐STEM interests. Supported by technology, it can provide accessible tools for students to reflect on and communicate about data in ways that can impact broader audiences. However, data‐art inquiry instruction faces many barriers to classroom implementation, particularly given the tendency for schools to structure learning with disciplinary silos, and to unequally prioritize mathematics and the arts. To explore the potential of data‐art inquiry in classroom contexts, we partnered with arts and mathematics teachers to co‐design and implement data‐art inquiry units. We implemented the units in four school contexts that differed in terms of the student population served, their curriculum priorities, and their technology infrastructure. We reflect on participant interviews, written reflections, and classroom data, to identify synergies and tensions between data literacy, technology, and the arts. Our findings highlight how contexts of implementation shape the possibilities and limitations for data‐art inquiry learning. To take full advantage of the potential for data‐art inquiry, curriculum design should account for and build on the opportunities and constraints of classroom contexts. What is already known about this topic Arts‐integrated instruction has underexplored potential for promoting students' data literacy, including their appreciation for the role of context and real‐world implications of data and for the personal and social relevance of data. Arts‐integrated instruction is difficult to implement in school contexts that are constrained by disciplinary silos. What this paper adds Descriptions of four data‐art inquiry units, which take an arts‐integrated approach to data literacy. Examples of the synergies and tensions observed between data literacy, technology, and the arts during classroom implementation in four different schools. Reflections on the role of school contexts in shaping disciplinary synergies and tensions. Implications for practice and/or policy Arts‐integration offers opportunities for data literacy learning. Consideration of the unique resources and constraints of classroom contexts is critical for fulfilling the promises of data‐art inquiry learning. There is a need to develop school support specific to arts‐integrated data literacy instruction.
Purpose This paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology fostered collaborative behaviors. Design/methodology/approach GeoForge was implemented in 3 middle school classrooms with a total of 220 students. Learners used GeoForge in class in groups of 3–4 to learn about planetary science. A mixed-methods approach examined collaboration using classroom observations, teacher interviews, student surveys and student artifacts. Using Jeong and Hmelo-Silver’s (2016) seven affordances of technology for collaborative learning, this paper identifies ways in which features of GeoForge supported collaborative behaviors. Findings Instructional design which combined VR and the digital science journal (DSJ) helped foster collaboration. Some collaborative behaviors were especially notable in classrooms that did not regularly practice these skills. Segmenting tasks in the DSJ, clarifying instructions to articulate ideas, showing other group members’ responses onscreen and enabling multiuser VR environments contributed to collaborative behaviors and a satisfying learning experience as observed and documented through multiple methods. Originality/value GeoForge successfully integrated VR and personalized websites in a classroom planetary science lesson, an approach which balanced instructional design and logistical challenges while creating opportunities for collaboration.
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