Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3430524.3440659acmotherconferencesArticle/Chapter ViewAbstractPublication PagesteiConference Proceedingsconference-collections
research-article
Open access

Tangible Lighting Proxies: Brokering the Transition from Classroom to Stage

Published: 14 February 2021 Publication History

Abstract

Supporting Practice-based vocational skills development in the classroom can be logistically challenging, however tangible interfaces present natural affordances for supporting such skill development. In the context of teaching stage lighting specifically, we present an open source toolkit based around tangible hardware proxies to support the teaching of practice-based skills. Our tangible proxies embody key configuration, interaction and optical properties of real stage equipment. Drawing on notions of representation and bi-directional digital-to-physical transformation, we design a toolkit that specifically supports a gradual transition between virtual, simulated and real equipment during the learning journey, and open the door to embedding stage craft into schools. Through reporting on deployments in two schools, we discuss the affordances of such proxies and their potential for supporting the teaching and learning of practice-based skills in the classroom.

References

[1]
Saskia Bakker, Elise van den Hoven, and Alissa N Antle. 2010. MoSo Tangibles: Evaluating Embodied Learning. In TEI 2010(TEI ’11). Association for Computing Machinery, New York, NY, USA, 85–92. https://doi.org/10.1145/1935701.1935720
[2]
Tom Bartindale and Patrick Olivier. 2013. ThorDMX. In CHI 2013 Extended Abstracts. ACM Press, New York, New York, USA, 3019. https://doi.org/10.1145/2468356.2479600
[3]
Dirk Börner, Bernardo Tabuenca, Jeroen Storm, Sven Happe, and Marcus Specht. 2015. Tangible Interactive Ambient Display Prototypes to Support Learning Scenarios. In TEI 2015. Association for Computing Machinery, New York, NY, USA, 721–726. https://doi.org/10.1145/2677199.2687908
[4]
Virginia Braun and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative Research in psychology2 3, 2 (2006), 77–101.
[5]
Drew Campbell. 1999. Technical theater for nontechnical people. Choice Reviews Online 37, 04 (1999), 37–2092. https://doi.org/10.5860/choice.37-2092
[6]
Emily S. Cramer and Alissa N. Antle. 2015. Button Matrix: How tangible interfaces can structure physical experiences for learning. In TEI 2015. Association for Computing Machinery, Inc, New York, New York, USA, 301–304. https://doi.org/10.1145/2677199.2680566
[7]
Sébastien Cuendet, Engin Bumbacher, and Pierre Dillenbourg. 2012. Tangible vs. Virtual representations: When tangibles benefit the training of spatial skills. In NordiCHI 2012. ACM Press, New York, New York, USA, 99–108. https://doi.org/10.1145/2399016.2399032
[8]
Clifford De Raffaele, Serengul Smith, and Orhan Gemikonakli. 2016. The aptness of Tangible User Interfaces for explaining abstract computer network principles. In Proceedings - Frontiers in Education Conference, FIE, Vol. 2016-November. Institute of Electrical and Electronics Engineers Inc.https://doi.org/10.1109/FIE.2016.7757573
[9]
K Anders Ericsson, Ralf Th Krampe, and Clemens Tesch-Römer. 1993. The role of deliberate practice in the acquisition of expert performance.Psychological Review 100, 3 (1993), 363–406. https://doi.org/10.1037/0033-295x.100.3.363
[10]
Alison Fuller and Lorna Unwin. 2009. Change and continuity in apprenticeship: the resilience of a model of learning. Journal of Education and Work 22, 5 (11 2009), 405–416. https://doi.org/10.1080/13639080903454043
[11]
Sidhant Goyal, Rohan S Vijay, Charu Monga, and Pratul Kalita. 2016. Code Bits: An Inexpensive Tangible Computational Thinking Toolkit For K-12 Curriculum. In TEI 2016(TEI ’16). Association for Computing Machinery, New York, NY, USA, 441–447. https://doi.org/10.1145/2839462.2856541
[12]
Teodor P Grantcharov and Richard K Reznick. 2008. Teaching procedural skills., 1129–1131 pages. https://doi.org/10.1136/bmj.39517.686956.47
[13]
G James Greeno. 1989. Situations, mental models, and generative knowledge. In Complex information processing: The impact of Herbert A. Simon. 285–318.
[14]
Shuchi Grover and Satabdi Basu. 2017. Measuring student learning in introductory block-based programming: Examining misconceptions of loops, variables, and Boolean logic. In ITiCSE(SIGCSE ’17). Association for Computing Machinery, New York, NY, USA, 267–272. https://doi.org/10.1145/3017680.3017723
[15]
Carl Gutwin and Saul Greenberg. 1998. Design for individuals, design for groups. In CSCW 1998. ACM Press, New York, New York, USA, 207–216. https://doi.org/10.1145/289444.289495
[16]
Bart Hengeveld, Caroline Hummels, Kees Overbeeke, Riny Voort, Hans van Balkom, and Jan de Moor. 2009. Tangibles for Toddlers Learning Language. In TEI 2009(TEI ’09). Association for Computing Machinery, New York, NY, USA, 161–168. https://doi.org/10.1145/1517664.1517702
[17]
Eva Hornecker. 2011. The role of physicality in Tangible and embodied interactions. Interactions 18, 2 (3 2011), 19–23. https://doi.org/10.1145/1925820.1925826
[18]
Tom Jenkins and Ian Bogost. 2015. Escaping the sandbox: Making and its future. In TEI 2015. 29–32. https://doi.org/10.1145/2677199.2680558
[19]
Ahmed Kharrufa, David Leat, and Patrick Olivier. 2010. Digital mysteries. In ITS 2010. ACM Press, New York, New York, USA, 197. https://doi.org/10.1145/1936652.1936689
[20]
Robert Klingelhoefer. 2016. The craft and art of scenic design: Strategies, concepts, and resources. 1–285 pages. https://doi.org/10.4324/9781315676173
[21]
Roger Kneebone. 2005. Evaluating clinical simulations for learning procedural skills: A theory-based approach., 549–553 pages. https://doi.org/10.1097/00001888-200506000-00006
[22]
David Kolb. 2000. The Process of Experiential Learning. In Strategic Learning in a Knowledge Economy. Elsevier, 313–331. https://doi.org/10.1016/b978-0-7506-7223-8.50017-4
[23]
Stacey Kuznetsov, Piyum Fernando, Emily Ritter, Cassandra Barrett, Jennifer Weiler, and Marissa Rohr. 2018. Screenprinting and TEI: Supporting engagement with STEAM through DIY fabrication of smart materials. In TEI 2018, Vol. 2018-Janua. 211–220. https://doi.org/10.1145/3173225.3173253
[24]
Hideaki Kuzuoka, Naomi Yamashita, Hiroshi Kato, Hideyuki Suzuki, and Yoshihiko Kubota. 2014. Tangible earth: Tangible learning environment for astronomy education. In HAI 2014. Association for Computing Machinery, Inc, New York, New York, USA, 23–27. https://doi.org/10.1145/2658861.2658870
[25]
John Maeda. 2013. Stem+ art= steam. The STEAM journal 1, 1 (2013), 34.
[26]
Andrew Manches, Claire O’Malley, and Steve Benford. 2009. Physical Manipulation: Evaluating the Potential for Tangible Designs. In TEI 2009(TEI ’09). Association for Computing Machinery, New York, NY, USA, 77–84. https://doi.org/10.1145/1517664.1517688
[27]
Paul Marshall. 2007. Do tangible interfaces enhance learning?. In TEI 2007. ACM Press, New York, New York, USA, 163–170. https://doi.org/10.1145/1226969.1227004
[28]
Yoshiaki Matsuzawa, Takashi Ohata, Manabu Sugiura, and Sanshiro Sakai. 2015. Language migration in non-CS introductory programming through mutual language translation environment. In SIGCSE 2015. 185–190. https://doi.org/10.1145/2676723.2677230
[29]
Edward F. Melcer and Katherine Isbister. 2016. Bridging the physical divide: A design framework for embodied learning games and simulations. In CHI 2016, Vol. 07-12-May-2016. Association for Computing Machinery, New York, New York, USA, 2225–2233. https://doi.org/10.1145/2851581.2892455
[30]
Diana Nowacka and David Kirk. 2014. Tangible autonomous interfaces (TAIs): Exploring autonomous behaviours in TUIs. In TEI 2014. Association for Computing Machinery, New York, New York, USA, 1–8. https://doi.org/10.1145/2540930.2540942
[31]
Sara Price. 2008. A representation approach to conceptualizing tangible learning environments. In TEI 2008. ACM Press, New York, New York, USA, 151–158. https://doi.org/10.1145/1347390.1347425
[32]
Sara Price and Taciana Pontual Falcão. 2009. Designing for physical-digital correspondence in tangible learning environments. In IDC 2009. ACM Press, New York, New York, USA, 194–197. https://doi.org/10.1145/1551788.1551826
[33]
Sara Price, Yvonne Rogers, Stanton Danae Scaife, Mike, and Helen Neale. 2003. Using ‘tangibles’ to promote novel forms of playful learning. Interacting with Computers 15, 2 (4 2003), 169–185. https://doi.org/10.1016/S0953-5438(03)00006-7
[34]
Francis Reid. 1998. Discovering stage lighting. (1998). https://content.taylorfrancis.com/books/download?dac=C2012-0-05303-0&isbn=9781136084225&format=googlePreviewPdf
[35]
Yvonne Rogers, Mike Scaife, Silvia Gabrielli, Hilary Smith, and Eric Harris. 2002. Presence: Teleoperators and Virtual Environments. Vol. 11. Chapter A conceptual framework for mixed reality environments: Designing novel learning activities for young children, 677–686. https://doi.org/10.1162/105474602321050776
[36]
Bertrand Schneider, Patrick Jermann, Guillaume Zufferey, and Pierre Dillenbourg. 2010. Benefits of a tangible interface for collaborative learning and interaction. IEEE Transactions on Learning Technologies 4, 3 (2010), 222–232.
[37]
Donald A Schon. 1984. The Reflective Practitioner: How Professionals Think In Action. Basic Books. https://books.google.com.au/books?id=ceJIWay4-jgC
[38]
Lawrence Shapiro. 2019. Embodied cognition. Routledge.
[39]
Steven Louis Shelley. 2013. A Practical Guide to Stage Lighting. Routledge. https://doi.org/10.4324/9780080879062
[40]
Adalberto L Simeone, Eduardo Velloso, and Hans Gellersen. 2015. Substitutional reality: Using the physical environment todesign virtual reality experiences. In CHI 2015, Vol. 2015-April. 3307–3316. https://doi.org/10.1145/2702123.2702389
[41]
Larisa Sitorus, Shan Shan Cao, and Jacob Buur. 2007. Tangible User Interfaces for Configuration Practices. In TEI 2007(TEI ’07). Association for Computing Machinery, New York, NY, USA, 223–230. https://doi.org/10.1145/1226969.1227015
[42]
David Throsby and Katya Petetskaya. 2017. Making Art Work: An Economic Study of Professional Artists in Australia. Australia Council for the Arts. 244 pages. https://researchers.mq.edu.au/en/publications/making-art-work-an-economic-study-of-professional-artists-in-aust
[43]
Brigg Ullmer and Hiroshi Ishii. 2000. Emerging frameworks for tangible user interfaces. IBM Systems Journal 39, 3-4 (2000), 915–930. https://doi.org/10.1147/sj.393.0915
[44]
John Underkoffler and Hiroshi Ishii. 1998. Illuminating light. In CHI 1998. Association for Computing Machinery (ACM), New York, New York, USA, 542–549. https://doi.org/10.1145/274644.274717
[45]
United Nations. 2018. Trends in international trade in creative industries 2012-2015. Technical Report. 445 pages. https://unctad.org/en/pages/PublicationWebflyer.aspx?publicationid=2328
[46]
Christina Vasiliou, Andri Ioannou, and Panayiotis Zaphiris. 2014. Understanding collaborative learning activities in an information ecology: A distributed cognition account. Computers in Human Behavior 41 (12 2014), 544–553. https://doi.org/10.1016/j.chb.2014.09.057
[47]
Etienne Wenger. 1998. Communities of Practice. Learning, Meaning and Identity. Cambridge University Press.
[48]
David Wood, Jerome S. Bruner, and Gail Ross. 1976. The Role of Tutoring in Problem Solving. Journal of Child Psychology and Psychiatry 17, 2 (1976), 89–100. https://doi.org/10.1111/j.1469-7610.1976.tb00381.x
[49]
Anna Xambó, Brigid Drozda, Anna Weisling, Brian Magerko, Marc Huet, Travis Gasque, and Jason Freeman. 2017. Experience and ownership with a tangible computational music installation for informal learning. In TEI 2017(TEI ’17). Association for Computing Machinery, New York, NY, USA, 351–360. https://doi.org/10.1145/3024969.3024988

Cited By

View all
  • (2022)Participatory Design Goes to School: Co-Teaching as a Form of Co-Design for Educational TechnologyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517667(1-17)Online publication date: 29-Apr-2022
  • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022

Index Terms

  1. Tangible Lighting Proxies: Brokering the Transition from Classroom to Stage
      Index terms have been assigned to the content through auto-classification.

      Recommendations

      Comments

      Please enable JavaScript to view thecomments powered by Disqus.

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      TEI '21: Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction
      February 2021
      908 pages
      ISBN:9781450382137
      DOI:10.1145/3430524
      This work is licensed under a Creative Commons Attribution International 4.0 License.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 14 February 2021

      Check for updates

      Author Tags

      1. Hardware Proxies
      2. Practice-based skills
      3. Stage lighting
      4. TUI
      5. Tangible

      Qualifiers

      • Research-article
      • Research
      • Refereed limited

      Funding Sources

      Conference

      TEI '21

      Acceptance Rates

      TEI '21 Paper Acceptance Rate 40 of 136 submissions, 29%;
      Overall Acceptance Rate 393 of 1,367 submissions, 29%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)142
      • Downloads (Last 6 weeks)25
      Reflects downloads up to 01 Oct 2024

      Other Metrics

      Citations

      Cited By

      View all
      • (2022)Participatory Design Goes to School: Co-Teaching as a Form of Co-Design for Educational TechnologyProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517667(1-17)Online publication date: 29-Apr-2022
      • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022

      View Options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Get Access

      Login options

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media