- Innovative Teaching and Learning Methods
- Online Learning and Analytics
- Virtual Reality Applications and Impacts
- Augmented Reality Applications
- Online and Blended Learning
- Visual and Cognitive Learning Processes
- Interactive and Immersive Displays
- Teaching and Learning Programming
- Mobile Learning in Education
- Gaze Tracking and Assistive Technology
- International Development and Aid
- Intelligent Tutoring Systems and Adaptive Learning
- Educational Games and Gamification
- Speech and dialogue systems
- Usability and User Interface Design
- Innovative Human-Technology Interaction
- Religion, Society, and Development
- EEG and Brain-Computer Interfaces
- Cognitive Science and Mapping
- Action Observation and Synchronization
- Team Dynamics and Performance
- Design Education and Practice
- Education and Technology Integration
- Tactile and Sensory Interactions
- Robotics and Automated Systems
Harvard University Press
2017-2025
Harvard University
2012-2023
Tallinn University
2023
Stanford University
2012-2017
United States Department of Education
2012
École Polytechnique Fédérale de Lausanne
2009-2010
Praxisklinik für Orthopädie, Unfall- und Neurochirurgie
2002
We investigated the role that tangibility plays in a problem-solving task by observing logistic apprentices using either multitouch or tangible interface. Results showed helped them perform better and achieve higher learning gain. In addition, groups interface collaborated better, explored more alternative designs, perceived problem solving as playful. Mediation analysis revealed exploration was only process variable explaining performance for task. Implications of this study are discussed...
Emerging technologies such as Augmented Reality (AR), have the potential to radically transform education by making challenging concepts visible and accessible novices. In this project, we designed a Hololens-based system in which collaborators are exposed an unstructured learning activity they learned about invisible physics involved audio speakers. They topics ranging from spatial knowledge, shape of magnetic fields, abstract conceptual relationships between electricity magnetism. We...
In this paper, we describe the development and evaluation of a microworld-based learning environment for neuroscience. Our system, BrainExplorer, allows students to discover way neural pathways work by interacting with tangible user interface. By severing reconfiguring connections, users can observe how visual field is impaired and, thus, actively learn from their exploration. An ecological BrainExplorer revealed that 1) who engaged in open-ended exploration outperformed used traditional...
In this paper, we describe multimodal learning analytics (MMLA) techniques to analyze data collected around an interactive environment. a previous study (Schneider & Blikstein, submitted), designed and evaluated Tangible User Interface (TUI) where dyads of students were asked learn about the human hearing system by reconstructing it. current study, present analysis in form logs, both from students’ interaction with tangible interface as well their gestures, how extracted meaningful...
In this study, we show results that suggest tangible user interfaces (TUIs) may be used to prepare students for future learning. a previous found who interactive tabletops before studying text significantly outperformed participants read first and subsequently. These findings demonstrate discovery-learning approaches are better suited TUIs than traditional "tell-and-practice" approaches. our current effort, generalize different population, learning material, topic. employ the interface,...
This special issue brings together a rich collection of papers in collaboration analytics. With topics including theory building, data collection, modelling, designing frameworks, and building machine learning models, this represents some the most active areas research field. In editorial, we summarize papers; discuss nature analytics based on body work; describe associated opportunities, challenges, risks; depict potential futures for We conclude by discussing implications
While augmented reality (AR) technology is being considered by educators for its potential to help students visualize abstract concepts, currently there are barriers from the high cost of developing complex AR applications. In this study we investigate how complexity content impacts student learning in remote 1-1 tutoring scenarios, where an instructor uses headset while teaching physics concepts a student. This approach brings benefits into already-existing educational practices...
Phylogenetic trees are representations of evolutionary relationships amongst species. Interviews instructors and students have revealed that novice biologists difficulty understanding phylogenetics. Moreover, misinterpretations phylogenetics common among college-level students. In this paper we present Phylo-Genie, a tabletop interface for fostering collaborative learning We conducted an experimental study with 56 participants, comparing students' conceptual engagement using Phylo-Genie as:...
In the 1970s, Club of Rome launched book The Limits to Growth. Essential reading for all those concerned about future planet, was translated into 37 languages. Now, President Emeritus Alexander King and Secretary General Bertrand Schneider review global problems 20 years on, offering both a warning an approach possible solution world problems. Topics covered by this include need convert from military civil economy, recognition disastrous short-term effects exploitation First World countries...
In this study, we investigated the way users memorize, analyze, collaborate, and learn new concepts on a Tangible User Interface (TUI). Twenty-seven pairs of apprentices in logistics ( N = 54) interacted with an interactive simulation warehouse. Their task was to discover efficient design principles for building storehouses. between-subjects experimental design, half participants used 3D physical shelves, whereas other 2D paper shelves. This manipulation allowed us control “representational...
Augmented reality (AR) applications are growing in popularity educational settings. While the effects of AR experiences on learning have been widely studied, there is relatively less research understanding impact dynamics co-located collaborative learning, specifically context novices programming robots. Educational robotics a powerful because they engage students with problem solving, critical thinking, STEM (Science, Technology, Engineering, Mathematics) concepts, and collaboration skills....
Abstract The past decade has witnessed a growing interest for using dual eye tracking to understand and support remote collaboration, especially with studies that have established the benefits of displaying gaze information small groups. While this line work is promising, we lack consistent framework researchers can use organize categorize on effect shared social interactions. There exists wide variety terminology methods describing attentional alignment; used diverse techniques designing...
Learning physics is often difficult for students because concepts such as electricity, magnetism and sound, cannot be seen with the naked eye. Emerging technologies Augmented Reality (AR) can transform education by making challenging visible accessible to novices. We present a Hololens-based augmented reality system where collaborators learn about invisible electromagnetism phenomena involved in audio speakers, we measure benefits of AR technology through quantitative qualitative methods....
In a previous study, we found that real-time mutual gaze perception (i.e., being able to see the of your partner in real time on computer screen while solving learning task) had positive effect students’ collaboration and (Schneider & Pea, 2013). The goals this paper are to: 1) explore variety computational techniques for analyzing transcripts discussions; 2) examine whether any those measures sheds new light our results; 3) test metrics have predictive power regarding outcomes. Using...
The proliferation of varied types multi-user interactive surfaces (such as digital whiteboards, tabletops and tangible interfaces) is opening a new range applications in face-to-face (f2f) contexts. They offer unique opportunities for Learning Analytics (LA) by facilitating sensemaking automatically captured footprints students' f2f interactions. This paper presents an analysis current research exploring learning analytics associated with the use surface devices. We framework to analyse our...
The Bifocal Modelling Framework (BMF) is an approach for science learning which links students' physical experimentation with computer modelling in real time, focusing on the comparison of two media. In this paper, we explore how a implementation supported outcomes related to both content and metamodeling knowledge, role designing models. Our study consisted three conditions implemented total 69 9th grade high-school students. first second classes were assigned modes BMF: without model...
In this paper we contribute a literature review and organization framework for classifying the collaboration needs features that should be considered when designing headset-based augmented reality (AR) experiences collocated settings. recent years technology has been experiencing significant growth through emergence of headsets allow gestural interaction, AR designers are increasingly interested in using to enhance collaborative activities variety physical environments. However, applications...
We present a mixed-reality system for remote collaborations, where collaborators can discuss, explore, create and learn about 3D physical objects. The combines Hololens augmented reality, Kinect cameras, PC virtual reality interfaces, into space that hosts collaborators, &