In the AMULETS project we are exploring how teachers can develop and implement novel educational scenarios combining outdoors and indoors activities that use ubiquitous computing technologies together with stationary computers. These types of activities provide new opportunities for children and teachers to review and to continue the learning experience in the classroom, thus supporting different aspects of learning such as exploration, discussion, argumentation, collaboration and reflection.
Ubiquitous and mobile multimedia technologies enable the opportunity to interact in new ways with the physical world as they allow allocating computational power and interaction away from the limitations of desktop computers. From this perspective, learners are given the opportunity to explore the physical world and interact with it in new ways, as well as the physical world can be augmented through digital technologies. K-12 learning and education stand to benefit substantially by new design...
In an era where science education inadequacy in formal and informal contexts is becoming an increasingly challenging issue, harvesting the potential of digital science education repositories appears as a very attractive alternative. However, an impressive abundance of high quality digital content that is available in European repositories remains largely unexploited due to a number of barriers such as: the lack of interoperability between repositories, the inefficiency of current content orga...
The aim of the Collboard project is to create a learning environment that promotes the development of New Media Literacies (Jenkins et al., 2006) in the classroom, based on collaborative problem solving supported by novel ubiquitous technologies such as digitally augmented pens and interactive whiteboards. Collboard’s pedagogical rationale, based on collaborative solving of open-ended tasks, seeks to elicit collective intelligence, distributed cognition, transmedia navigation and visualizatio...
Skattjakt (Treasure Hunt) is a mobile game designed to encourage young people to get physical by solving a mystery surrounding a castle built on the university's campus. The game is inspired by treasure hunts and the sport of orienteering. Up to 6 teams can compete currently. The game starts with a video detailing the mystery of why the ghost of Anna Koskull has come back and now the players need to help her solve the mystery of her late husband Frederick Bonde in order to free her spirit fro...
The aim of the project is to create a website in connection with the Swedish parlament elections 2010. The target end user group of the site is youth, 18-25 years old. The website content will partly be powered by a mobile editorial board, filtering and tagging the news and information that will appear on the site. Another important part of the service is the board of editors who are in charge of answering questions from the visitors to the site. An overarching purpose is to promote ...
