Heidy Maldonado

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In this paper we explore a new direction for pedagogical computer characters, which we believe will maximize students' learning gains and enjoyment. To the traditional scenario where students interact primarily with a single coach or tutor character on-screen, we introduce the addition of both a social, animate colearner, and the student's own avatar(More)
Scientific practices increasingly incorporate sensors for data capture, information visualization for data analysis, and low-cost mobile devices for field-based inquiries incorporating open web standards. While a broad range of design approaches for developing technology-enhanced learning has been used by researchers and practitioners for the last 15 years,(More)
Designers today use a variety of artifacts — both physical and digital — in the course of documenting their work. Physical and digital media have significantly different affordances and organizing metaphors: most notably, paper remains the preferable medium for sketching but lacks the sharing affor-dances of digital media. Augmented paper interactions(More)
Introduction We use the acronym WILD to refer to Wireless Interactive Learning Devices 1. WILD are powerful and small handheld 2 networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard(More)
Code It! fosters mathematics learning environments where pre-algebra students use handheld technologies to confidently and enjoyably explore and learn about functions. The resources we developed-server-based and handheld software and paper-based student and teacher texts-were packaged as a 20-session unit on code making and breaking and designed to boost(More)
As computer systems are evolving and coming to be regarded as social actors, the importance of social intelligence that enables natural and socially appropriate interactions is gaining a growing interest among the human-computer interaction researchers. This article discusses the definition, importance, and benefits of social intelligence as agent(More)
In a collaborative task, group dynamics have been shown to affect students' grades, motivation to pursue a topic or subject, documentation of the experience, learning, enjoyment of a project, and relationships with their classmates. The results presented in this paper illustrate the effect team dynamics also have upon technology appropriation, by combining(More)
We present results of the first longitudinal study of physical and digital technology hybrids for design education. Through deployment in an introductory HCI class, we have instrumented and analyzed traditional design practices with newer technological components. In particular, we show that <i>hybrid Idea Logs</i> that maintain the <i>flexibility</i> of(More)
—Learning ecological science content and inquiry strategies should increasingly use the new tools from science – sensors for data capture, information visualization for data-analysis, low-cost mobile computers and mobiles for field-based science. The LET'S GO! project seeks to develop, implement, research, and sustainably scale a new paradigm for fostering(More)