Abstract
This emerging technology report introduces the WearableLearning (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at WearableLearning.org, it allows students and teachers to play, create, debug, and manage multiplayer, active games. To date, WearableLearning has been used in schools and afterschool programs by roughly 500 students and 25 teachers to create games covering STEM curricular content. WearableLearning enables the creation of physically active and social games, while offering possibilities for research on computational thinking, embodied cognition, collaborative learning, game-based learning, and practical applications of technology in STEM classrooms.
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For instance, in some forms of “scavenger hunt”, it might not be desirable that all players look for the same object at the same time, but different ones.
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This material is based upon work supported by the National Science Foundation under Grants No. IIS-2041785 and IIS-2026722. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
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Arroyo, I., Closser, A.H., Castro, F. et al. The WearableLearning Platform: A Computational Thinking Tool Supporting Game Design and Active Play. Tech Know Learn 28, 1815–1824 (2023). https://doi.org/10.1007/s10758-022-09601-1
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DOI: https://doi.org/10.1007/s10758-022-09601-1