LEARNMIX, The re-conceptualization of the e-Textbook as aggregations of both professionally developed and user-contributed content accessible through a wide range of devices.
The general goal of the LEARNMIX project is twofold.
•On one hand the goal is to advance interaction design and evaluation approaches by tackling the challenges of designing for ubiquitous computing interaction through the understanding of how humans interact with and through ecologies of artifacts when pursue their activities; and
•On the other hand, the goal is to forge ahead on the design of learner-centered technology-enhanced learning experiences by moving away from replicating traditional classroom-based teaching practices (Hedberg, 2006) and knowledge transmission model.
LEARNMIX, The re-conceptualization of the e-Textbook as aggregations of both professionally developed and user-contributed content accessible through a wide range of devices.
The general goal of the LEARNMIX project is twofold.
•On one hand the goal is to advance interaction design and evaluation approaches by tackling the challenges of designing for ubiquitous computing interaction through the understanding of how humans interact with and through ecologies of artifacts when pursue their activities; and
•On the other hand, the goal is to forge ahead on the design of learner-centered technology-enhanced learning experiences by moving away from replicating traditional classroom-based teaching practices (Hedberg, 2006) and knowledge transmission model.