Mobile Computing in CSCL: A Hands-On Tutorial on the ARIS Game Design Platform

In this session, participants engaged in a hands-on, tool-focused tutorial to gain tangible experience using ARIS (arisgames.org) as a CSCL tool to teach computational thinking. ARIS is an augmented reality and interactive storytelling platform with which non-programmers can design and develop their own location-based, interactive games or stories (Dikkers, Martin, & Coulter, 2011; Holden, Dikkers, Martin, & Litts, 2015).

Stitching Codeable Circuits: High School Students’ Learning about Circuitry and Coding with Electronic Textiles

Learning about circuitry by connecting a battery, light bulb, and wires is a common activity in many science classrooms. In this paper, we expand students’ learning about circuitry with electronic textiles, which use conductive thread instead of wires and sewable LEDs instead of lightbulbs, by integrating programming sensor inputs and light outputs and examining how the two domains interact.

Learning in the Making: A Comparative Case Study of Three Makerspaces

Through a comparative case study, Sheridan and colleagues explore how makerspaces may function as learning environments. Drawing on field observations, interviews, and analysis of artifacts, videos, and other documents, the authors describe features of three makerspaces and how participants learn and develop through complex design and making practices.