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This paper explores the role of technologies in supporting informal science learning from seven perspectives. Together, the authors ask a common question: How can learning technologies—tools, spaces, and places—be designed to support learners within and across environments? Eight exemplars are offered to answer this question through an analysis of a(More)
In this poster I use findings from an ethnographic analysis of young people's video gaming practices to approach an educational design problem. Three categories of practices are identified as a starting point for design principles informing a new virtual environment that simulates school practices. The intended purpose of the environment is to provide young(More)
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