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GreenDesigners: Gamified Ubiquitous Learning for Sustainable Engineering Design

Published: 27 February 2016 Publication History

Abstract

This poster presents the design of our study that develops and implements a digitally augmented ubiquitous STEM learning experience called GreenDesigners. We study how this learning experience equips science learners with sustainable engineering concepts and design practices. Our paper focuses on five elements in our learning and research design that enable high school students to initiate rich interactions as they engage with a gamified-trail of augmented information layered onto the real world setting of a solar demonstration home. Our presentation will elaborate upon these elements to bring out a critical analysis of the decisions taken in the design and pilot testing process.

References

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Cited By

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  • (2017)‘GAIMS’ — Gamified aid information management system to connect donor and requester2017 6th National Conference on Technology and Management (NCTM)10.1109/NCTM.2017.7872836(105-110)Online publication date: Jan-2017
  • (2017)Information practices for sustainabilityJournal of the Association for Information Science and Technology10.1002/asi.2382568:9(2128-2138)Online publication date: 1-Sep-2017

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Published In

cover image ACM Conferences
CSCW '16 Companion: Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion
February 2016
549 pages
ISBN:9781450339506
DOI:10.1145/2818052
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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New York, NY, United States

Publication History

Published: 27 February 2016

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Author Tags

  1. Augmented Reality
  2. NGSS
  3. crossover learning
  4. engineering design
  5. gamified curriculum
  6. learning design
  7. learning sciences
  8. sustainability

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CSCW '16
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CSCW '16: Computer Supported Cooperative Work and Social Computing
February 26 - March 2, 2016
California, San Francisco, USA

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Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

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Cited By

View all
  • (2017)‘GAIMS’ — Gamified aid information management system to connect donor and requester2017 6th National Conference on Technology and Management (NCTM)10.1109/NCTM.2017.7872836(105-110)Online publication date: Jan-2017
  • (2017)Information practices for sustainabilityJournal of the Association for Information Science and Technology10.1002/asi.2382568:9(2128-2138)Online publication date: 1-Sep-2017

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