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Wednesday, June 12 • 4:00pm - 5:00pm
Flouting Magic Circles

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This individual papers session, ”Flouting Magic Circles”, will include the following:

Promoting embodied learning through virtual and real world gaming experiences
Embodied experiences can be important for changing attitudes, deepening understanding, and increasing science process skills. The Field Museum is interested in best practices for using and combining digital and analog moments for learning. Recent studies support the use of digital tools, particularly virtual worlds, for embodied learning. Other studies show that physical role-playing activities can lead to embodied learning. The choice of virtual or physical experiences to trigger embodied learning should tie directly to learning goals. In this workshop, participants will replicate activities from “I Dig Tanzania” that facilitated embodied learning: one that was most effective as a role-play and the other as a virtual world activity. External analysis documents the affective and content gains made by our teen participants. These results and participant feedback will be used to initiate a conversation about the importance of embodiment in achieving learning goals, particularly those that relate to attitudes and process.
Audrey Aronowsky, Beth Sanzenbacher, Mark Childs, Anna Peachey, Krystal Villanosa, Johanna Thompson, Kenneth Angielczyk

Augmented Reality and Neighborhood Narratives
An increasing number of people are utilizing their smartphones to craft mobile, geo-located stories and games. Many avail themselves of authoring tools such as 7scenes and ARIS, which allow authors to create end-user experiences that run like locative apps on most devices. While these experiences can be both novel and enjoyable, their emphasis on the screen often detracts attention away from the real world spatial features of a situation. This workshop will explore the idea of digital/physical “seams” as an alternate way of crafting mobile narratives. We will conduct a series of design and playtest activities that build off of the augmented reality application, Aurasma, to better understand how emphasizing the seam between the digital and the physical might have pedagogical and creative benefits.
LeAnne Wagner, Ingrid Erickson

Two-Way Play: Early Research Findings of Learning with Kinect Sesame Street TV
Microsoft Studios has recently released Kinect Sesame Street TV, a new form of media for television that merges traditional means of watching episodes with game like physical actions via the Xbox and Kinect. This paper presents an overview and early findings of an initial study that investigated how ideas of embodied cognition and comprehension can be leveraged to understand the experiences of three and four year old participants, and explore the ways in which bidirectional television can facilitate new meaning-making. Early research took place at Microsoft Research in Redmond, WA, and analysis is continuing at [removed for blind review]. The findings inform the development and design of other interactive television products and programs for early learners. The presentation also breaks down directions for future analysis, showing how initial findings illustrated a need for deeper research and analysis in the nuanced ways young children learn and demonstrate knowledge.
Meagan Rothschild

Richard Halverson, Discussant

avatar for Richard Halverson

Richard Halverson

Madison, WI, United States, University of Wisconsin - Madison
I'm a Professor at UW-Madison, and I study how technologies can and do transform teaching and learning in and out of schools. I work with the Wisconsin Collaborative Education Research Network (the Network); the Collaborative Assessment of Leadership for Learning project, and the Games, Learning and Society Research Center.

avatar for Kenneth Angielczyk

Kenneth Angielczyk

Assistant Curator of Paleomammalogy, Field Museum of Natural History
I am a vertebrate paleontologist, and my research focuses on non-mammalian synapsids (ancient mammal relatives), the structure of the ecosystems in which they lived, and the end-Permian mass extinction. Starting in 2008, I have been involved in digital learning programs such as I Dig Science and Game of Bones, which draw on my research and fieldwork for key content.
avatar for Audrey Aronowsky

Audrey Aronowsky

Program Manager, Field Museum of Natural History
avatar for Mark Childs

Mark Childs

Freelance Academic, markchilds.org
I'm fascinated by how people are changed by technology; how they redefine their identity through it, how they experience new things as a result of it, and how it changes their communication and their relationships. I particularly study how it can enhance their learning and provide new opportunities for this. I've worked in three UK universities, researching this for 15 years, and now continue to do the same, but for a range of clients, rather... Read More →

Ingrid Erickson

Assistant Professor, School of Communication and Information, Rutgers University
avatar for Meagan Rothschild

Meagan Rothschild

Early Education Assessment and Design Specialist, WIDA
Kids, play, learning, media, music, general silliness.
avatar for Beth Sanzenbacher

Beth Sanzenbacher

Outreach Coordinator, Field Museum of Natural History
Beth is the Outreach Coordinator for the Biodiversity Synthesis Center at the Field Museum of Natural History. She develops, implements, manages and evaluates select digital media programs and games, and participates in learning science research for the Museum’s Collection and Research Departments and the Encyclopedia of Life (eol.org). | | Through digital media programs she has combined her two passions of science and education, and... Read More →
avatar for Krystal Villanosa

Krystal Villanosa

Graduate Student, Northwestern University
Passionate about STEM, youth, learning technologies, and informal environments.

LeAnne Wagner

Owner, Wagner Design and Consulting

Wednesday June 12, 2013 4:00pm - 5:00pm

Attendees (25)