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Interactive Learning Environments ; 2022.
Article in English | Web of Science | ID: covidwho-2187301

ABSTRACT

Taking into account the profound impact of technology on modern education, especially during the covid19 pandemic, increasing academic interest has focused towards the design and application of such tools on different learning contexts. A specific area of Human-Computer Interaction, called affordance theory, focuses on the perception, design and use of different technologies by educators and learners in learning contexts. This paper explores the impact of affordances in the process of creative problem in the context of playful educational robotics, with an intension of informing the design of future educational experiences around the field. The study capitalizes upon previous affordance propositions and frameworks in order to establish an affordance-based framework in the scope of playful educational robotics contexts, through the adoption of a qualitative research methodology, which was considered more appropriate as an exploratory tool. As part of the qualitative analysis, the study is mapping different types of affordances, related to such technologies, as well as an iterative creative problem-solving process that stems from learners' interactions with robotic artifacts, like the CreaCube playful robotics activity, which is presented in this study.

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