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Research Projects


JUXTALEARN: Learning science and computing through juxtaposition performance in video making

School and University students studying STEM (Science, Technology, Engineering, Mathematics) subjects often encounter barriers to their understanding of complex concepts. However, unlike in the arts, students are frequently poorly motivated to overcome these barriers. Focusing on _performance_ JuxtaLearn will provoke student curiosity in science and technology through creative film making and editing activities. Computational identification of students' barriers to conceptual understanding wi...


PLACES - Purposeful Learning Across Collaborative Educational Spaces

- MEANING MAKING AND COLLABORATIVE LEARNING IN THE CLASSROOM AND BEYOND - The world of education is currently undergoing significant changes as information and communication technologies are transforming how we think about schooling and learning (Collins and Halversont, 2010). The PLACES project aims at understanding the intricacies and complexities of introducing mobile technologies into schools curriculum and accepted teaching practices, and to analyze actual transformations that the...


The Social Layer - Populating the web through social layering

The Social Layer concept: The social layer concept is about populating the web. It does this by adding to it a separate but connected social dimension: a ubiquitous social layer on whose transparent surface netizens can see and interact with other visitors inhabiting the same place. It is separate from the web in that it lives on top of the web and requires no adjustment of the underlaying content. It is connected to the web in that it is determined by the geography of the web and adapts to...


ITG - Invisible Tangible Geometry

The visually impaired (VI) miss out on a lot of information while learning geometry. Current teaching methods do not suffice, are not flexible enough and take time to prepare. We are investigating how the use of technology can aid the students gain a better understanding of geometry and how to ease the process. *Current Approach* Using an Android application in combination with a tangible appcessory to facilitate learning for visually impaired students of geometry. The programmed applicat...


ONKonnect - Supporting cancer patients receiving radiation therapy using computer tablets

*Background* According to the National Cancer Strategy (Ministry of Social Affairs , 2009) one of the main goals in improving the quality of care for cancer patients is to strengthen the position of the patient. They identify a number of specific areas of improvement in support of this general goal, such as individualisation of knowledge support, increased emphasis on making patient communication an integrated aspect of every part of the care process, identifying important key points in the ...


AMULETS. Advanced Mobile and Ubiquitous Learning Environments for Teachers and Students

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.


LETS GO: Learning Ecology with Technologies from Science for Global Outcomes

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...


CoCreat - Enabling Creative Collaboration through Supportive Technologies

The CoCreat project aims at presenting new solutions for promoting creative collaboration in terms of innovative learning models based on social media and mobile technology. Creative collaboration is a multidisciplinary process where various problems are explored from novel perspectives and the result of collaboration is not defined beforehand. The main idea is to develop and evaluate 'collaborative spaces' for learners of different ages in order to promote creative collaboration. The mai...