Category Archives: CL16 Gallery Walk Cancelled

BodyVis: Advancing New Science Learning Experiences via Wearable On-Body Sensing

Tamara Clegg. We advance a new genre of embodied technology tools (and associated learning activities) for STEM learning that display learners’ physiological functions in real-time on wearable, e-textile shirts and large displays. Project: BodyVis: Advancing New Science Learning and Inquiry Experiences via Custom Designed Wearable On-Body Sensing and Visualization This is a station in the […]

Augmented Reality Mobile Games for Language Learning and Revitalization

Jonathon Reinhardt. The PIKDL project sponsored a symposium for Mojave educators to develop a language and culture learning narrative game “ ‘Analy Nyuwiich: The Mesquite Tree” using ARIS. More games, a user manual, and future workshops are currently under development. Project: Partnerships in Indigenous Knowledge and Digital Literacies This is a station in the Cyberlearning […]

EXAMINE Lab: Understanding Physics With Augmented Reality Visualizations

Kirsten Butcher. EXAMINE Lab is an augmented reality annotation system implemented on tablet devices for hands-on experimentation in physics. Our work explores how annotated views of hands-on activities can support the development of conceptual physics understanding. Project: EXAMINE Lab: Hands-On, Augmented Reality Learning in Physics This is a station in the Cyberlearning 2016 Gallery Walk.

CyWrite: an automated writing evaluation system

Evgeny Chukharev-Hudilainen. CyWrite is a system for automated writing evaluation (AWE) that provides product- and process-based feedback to learners of writing on their drafts. It is the first AWE system to incorporate combined keystroke logging and eye tracking technology. Project: CyWrite This is a station in the Cyberlearning 2016 Gallery Walk.

Developing and Assessing Complex Stem Thinking

David Shaffer and Kris Scopinich. Shows tools that develop and measure complex STEM thinking: 1) a Virtual Internship Authoring system that lets teachers create and customize real-world learning scenarios; 2) Epistemic Network Analysis, which measures STEM thinking in student teams. Project: Epistemic Games Group This is a station in the Cyberlearning 2016 Gallery Walk.