Designing for the Internet of Things

(Nandana) #1

  1. LEarninG and tHinkinG witH tHinGs (^) | 131
    this, I take an ethnographer’s definition of technology, focusing on the
    effect of these artifacts on a culture. Based on my work as an educator
    and designer, I propose the following principles for designing learning
    objects.
    A good learning object:
    Encourages playful interactions
    Aside from being fun or enjoyable, playfulness suggests you can
    play with it, that there is some interactivity. Learning happens
    through safe, nondestructive interactions, in which experimenta-
    tion is encouraged. Telling me isn’t nearly as effective as letting
    me “figure it out on my own.” Themes of play, discovery, experi-
    mentation, and the like are common to all of the learning exam-
    ples shared here. Sifteo founder Dave Merrill comments that “Like
    many games, [Sifteo] exercises a part of your brain, but it engages
    a fun play experience first and foremost.”
    Supports self-directed learning (SDL)
    When learners are allowed to own their learning—determining
    what to learn, and how to go about filling that gap in their knowl-
    edge—they become active participants in the construction of
    new knowledge. This approach to learning encourages curiosity,
    helps to develop independent, intrinsically motivated learners, and
    allows for more engaged learning experiences. Contrary to what
    is suggested, SDL can be highly social, but agency lies in hands of
    the learner.
    Allows for self-correction
    An incorrect choice, whether intended, unintended, or the result of
    playful interactions should be revealed quickly (in real time if pos-
    sible) so that learners can observe cause-and-effect relationships.
    This kind of repeated readjusting creates a tight feedback loop, ulti-
    mately leading to pattern recognition.
    Makes learning tangible
    Nearly everything is experienced with and through our bodies. We
    learn through physical interactions with the world around us and
    via our various senses. Recognizing the physicality of learning,
    and that multimodal learning is certainly preferable, we should
    strive for manipulatives and environments that encourage embod-
    ied learning.

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