ABSTRACT

This introduction presents an overview of key concepts discussed in the subsequent chapters of this book. The book explores to a set of broad challenges and opportunities that come about when we try to bring issues of embodiment to the world of learning technologies and vice versa. It discusses central considerations about how understanding is grounded by embodied experience come from Abrahamson and Lindgren. Lindgren proposes 'cuing' as an organizing structure for thinking about how to design body-based learning technologies. The book focuses more on specific considerations and opportunities for particular breeds of embodied technologies. It discusses some of the specialized affordances of multi-touch interactive table technologies. The book describes the rationale and design of a technology-enhanced learning environment that involves mixed reality in an elementary classroom to allow students to playfully learn about the topic of force. It shows how new embodied technologies can help us to understand the process of learning.