[1]
Learning from marginalized users: reciprocity in HCI4D
Workshops
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Wyche, Susan P.
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Oreglia, Elisa
/
Ames, Morgan G.
/
Hoadley, Christopher
/
Johri, Aditya
/
Sengers, Phoebe
/
Steinfield, Charles
Companion Proceedings of ACM CSCW'12 Conference on Computer-Supported
Cooperative Work
2012-02-11
v.2
p.27-28
© Copyright 2012 ACM
Summary: Users in the developing world continue to appropriate information and
communication technologies (ICTs) in pioneering ways resulting in innovations
such as M-Pesa, the popular mobile money transfer system developed in Kenya.
M-Pesa's success demonstrates the emergence of user-centered innovative
applications in resource-constrained settings. The goals of our workshop are
twofold: 1) to uncover more of these examples and 2) to discuss how they can
influence design in developed countries.
[2]
Technology-supported cross cultural collaborative learning in the developing
world
Socio-technical interactions
/
Hoadley, Christopher
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Honwad, Sameer
/
Tamminga, Kenneth
Proceedings of the 2010 International Conference on Intercultural
Collaboration
2010-08-19
p.131-140
© Copyright 2010 ACM
Summary: Technology (especially the Internet) has been touted as an important tool
for cross-cultural exchange. In this paper we report on some of the challenges
and successes of using a cross-cultural collaborative learning intervention
design in rural Himalayan villages using participatory video. We describe some
of the unique constraints of designing appropriate educational technology for
the developing world, and we propose a fourfold framework to help identify
local constraints for the design of such technologies.
[3]
Roles, design, and the nature of CSCL
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Hoadley, Christopher
Computers in Human Behavior
2010-07
v.26
n.4
p.551-555
Keywords: Roles
Keywords: Scripting
Keywords: CSCL
Keywords: Design-based research methods
© Copyright 2010 Elsevier Ltd.
Summary: In this article, I argue that roles are a key construct for CSCL that
demonstrate the interdisciplinary strengths of CSCL as a field. CSCL is a
problem-driven field with a history of incorporating different paradigms, and
has the advantage of using a design stance to understand phenomena like
collaboration and learning that are difficult to study. Roles are understood
differently by different disciplines, but the concept of roles serves as a
boundary object between the different disciplines within CSCL and highlights
potential areas for research.
[4]
EDITED BOOK
Mobile technology for children: designing for interaction and learning
/
Druin, Allison
2009
p.353
Morgan Kaufmann Publishers
Foreword: Water Jugs and Ringtones
+ Bellone, Jason
Introduction: Defining Mobile Technologies, Children and Learning
+ Druin, Allison
Section 1- The Landscape
1: How Mobile Technologies Are Changing the Way Children Learn (3)
+ Rogers, Yvonne
+ Price, Sara
2: Harnessing the Potential of Mobile Technologies for Children and Learning (23)
+ Shuler, Carly
+ Ching, Dixie
+ Lewis, Armanda
+ Levine, Michael H.
3: Pocket Rockets: The Past, Present and Future of Children's Portable Computing (43)
+ Buckleitner, Warren
4: Social Impacts of Mobile Technologies for Children: Keystone or Invasive Species? (63)
+ Hoadley, Christopher
5: A Disruption is Coming: A Primer for Educators on the Mobile Technology Revolution (83)
+ Soloway, Elliot
Section 2- Designing Mobile Technologies
6: Mobile Interaction Design Matters (101)
+ Jones, Matt
7: A Child's Mobile Digital Library: Collaboration, Community, and Change (125)
+ Fails, Jerry
+ Druin, Allison
+ Bederson, Ben
+ Weeks, Ann
+ Rose, Anne
8: Adding Space and Senses to Mobile World Exploration (147)
+ Silva, Maria Joao
+ Cristina, +
+ Gomes, Azevedo
+ Pestana, Bruno
+ Lopes, Joao Correia
+ Marcelino, Maria Jose
+ Gouveia, Cristina
+ Fonseca, Alexandra
9: LeapFrog Learning Design: Playful Approaches to Literacy, from LeapPad to the Tag Reading System (171)
+ Gray, Jim
+ Bulat, Jennae
+ Jaynes, Carolyn
+ Cunningham, Anne
10: Designing the Intel-Powered Classmate PC (195)
+ Morales, Ramon
Section 3- Learning and Use
11: Early OLPC Experiences in a Rural Uruguayan School (225)
+ Hourcade, Juan Pablo
+ Beitler, Daiana
+ Cormenzana, Fernando
+ Flores, Pablo
12: "It's Mine": Kids Carrying Their Culture Wherever They Go (245)
+ Guernsey, Lisa
13: Mobile Technologies in Support of Young Children's Learning (265)
+ Revelle, Glenda
14: Mobile Technologies for Parent-Child Relationships (285)
+ Yarosh, Svetlana
+ Davis, Hilary
+ Soderlund, Paulina Modlitba
+ Skov, Mikael
+ Vetere, Frank
15: Using Mobile Technology to Unite (for) Children (307)
+ Fabian, Christopher
+ Kochi, Erica
16: Designing the Future (329)
+ Read, Janet
+ Druin, Allison
[5]
INTERNET
Design Of Learning, Collaboration and Experience
/
Hoadley, Chris
2005-10-13
United States, Pennsylvania, University Park
Penn State University
Keywords: learning, CSCL, CSCW, knowledge management, design-based research, sociable
interfaces
Summary: The dolcelab studies the design of human learning and collaboration in
relation to technology.
[6]
When, Why and How Do Novice Programmers Reuse Code?
Papers
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Hoadley, Christopher M.
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Linn, Marcia C.
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Mann, Lydia M.
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Clancy, Michael J.
Empirical Studies of Programmers: Sixth Workshop
1996-01-05
p.109-130
Keywords: Computer-human interaction, Computer science education, Lisp, Problem
solving, Programming, Software engineering, Software reusability
© Copyright 1996 Ablex Publishing
[7]
A Multimedia Interface for Knowledge Building and Collaborative Learning
Short Papers (Posters): Multimedia and Multiuser Interfaces
/
Hoadley, Christopher M.
/
Hsi, Sherry
Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing
Systems -- Adjunct Proceedings
1993-04-24
p.103-104
Keywords: Communication, Computer-supported cooperative work, Discourse, Education,
Multimedia
Summary: We describe a multimedia tool developed for scaffolding constructive
conversation and sharing information by means of a public kiosk. The
Multimedia Forum Kiosk (MFK) provides an environment where users communicate
asynchronously with video, audio, and text. Unlike unstructured media such as
entail, the interface provides multiple representations of the structure of the
discourse which aid in understanding the previous discussion, eliciting and
refining new ideas, and developing a sense of community with other users. The
software has undergone evaluation, testing, and revision as a tool for an
education research community. Preliminary results indicate that users learn
the interface unproblematically without training, and that they successfully
explore and contribute to the discussions. We introduce the MFK as a tool for
collaborative discussion and learning, and discuss several potential uses for
the tool, both pedagogical and utilitarian. A more formal testing plan to
evaluate the software and interface design is underway.