ABSTRACT
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and specific implementation, this timely and critical volume examines how body responsive technologies are being used within the educational community to advance the next generation of educational technology.
TABLE OF CONTENTS
part I|76 pages
Opportunities and Challenges for Integration and Implementation
chapter 2|16 pages
Getting into the Cue
chapter 3|19 pages
Scratching the Surface
chapter 4|21 pages
Turning to Embodied Technological Artifacts to Learn about Ourselves
part II|69 pages
Learning Technologies and the Body in Formal Learning Environments
part III|76 pages
Learning Technologies and the Body in Informal Learning Environments