Abstract
Internet of Things (IoT), one of the latest technological advancements, will transform our future in ways we can only imagine. The necessity for young people to understand and design with IoT technologies seems unequivocal; however, there is currently limited integration of IoT in K-12 education. To address these gaps in current research, we conducted a mixed methods, multiple-case study during a five-day “maker” camp focused on the informal design of IoT passion projects. Our research sought to understand what participants learned about IoT, as well as how they designed basic IoT artifacts within a constructionist context. Results indicated several factors contributing to a successful design, including guided inquiry, detailed planning documents, access to knowledgeable support in the form of peers or facilitators, and perseverance. Participants also experienced substantial gains in IoT knowledge and skills resulting from their experiences designing and creating IoT artifacts, which will be valuable as IoT becomes more prevalent in society. However, the inquiry-driven model also posed several challenges relevant to educators in formalized settings, including wide variability in the level of scaffolding and support required, progress paralysis resulting from a context with limited instruction and restrictions, and the impact of time constraints on students’ learning and designs.
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Hughes, J., Robb, J.A., Lam, M. (2020). Designing and Learning with IoT in a Passion-Based Constructionist Context. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_59
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