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Learning Through Reflection at the Tabletop: A Case Study with Digital Mysteries

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AACE Award Kharrufa, A., Olivier, P. & Leat, D. (2010). Learning Through Reflection at the Tabletop: A Case Study with Digital Mysteries. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2010 (pp. 665-674). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/34708.

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Conference Information

EDMEDIA

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2010
Toronto, Canada
June 29, 2010
ISBN 1-880094-81-9
AACE

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Authors

Ahmed Kharrufa, Patrick Olivier, David Leat, Newcastle University, United Kingdom

Abstract

In this paper we present our work in investigating digital tabletop technology as tools for supporting reflection in collaborative learning environments through the design of a digital version of the mysteries paper-based learning technique. We identified the different types of reflection as supported by computer technology and, through an iterative design process, finalized the design of digital mysteries and evaluated its support for reflection through 12 trials with six groups of students in a school environment. By having two of the groups use the application for four trials, we were able to show clear evidence of reflective interactions that positively influenced subsequent trials. This work aims at demonstrating the unique advantages of digital tabletop technology that allows it to combine the benefits of traditional face-to-face collaborative settings and the support of digital technology.

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