Rebecca Cober’s research while affiliated with University of Toronto and other places

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Publications (9)


Knowledge Construction in the Instrumented Classroom: Supporting Student Investigations of Their Physical Learning Environment.
  • Conference Paper

July 2015

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55 Reads

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13 Citations

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Kylie Peppler

In this symposium we consider the physical space of the classroom in order to understand how location can be used as an input or information source for knowledge- building activities. Five posters encapsulate several projects, addressing the role of physical or locational elements within our work, including their role in the pedagogical design, the specific measures collected, and representations employed. The first two projects instrument the classroom with location-specific technologies (e.g., RFID tags), enabling learners to explore location-dependent phenomena (e.g., an earthquake zone, squirrel food patches). The third project maps classroom inquiry discourse (i.e., digital notes) to spatially meaningful locations though out the classroom for collective knowledge mapping. The fourth and fifth projects require learners to consider the physical properties of their learning environment in order to make decisions concerning where they will place motion-activated cameras for wildlife field investigations, allowing learners to instrument the learning environment themselves.



Fig. 1 The product of the design team's work for case study #1. Left The interactive whiteboard and tablet applications. Middle and right The tablets and interactive whiteboard applications in use in the classroom  
Table 1 For each discourse code, we provide a description of the activity and an example of coded discourse
Fig. 2 Left The product of the design team's work—the mobile learning trail application in case study #2. Middle Design meeting held at the Future School site. Right Design meeting held at Fort Siloso, site of mobile learning trail  
Fig. 3 A timeline showing a summary of the teachers' participation in the design process. Low-fidelity prototypes are shown in the box for meeting #2; digital mockups are shown for the box in meeting #3  
Fig. 4 A timeline showing a summary of the teacher participatory practices in the design process  
Teachers as participatory designers: two case studies with technology-enhanced learning environments
  • Article
  • Full-text available

March 2015

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2,454 Reads

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140 Citations

Instructional Science

Teachers are not typically involved as participatory designers in the design of technology-enhanced learning environments. As they have unique and valuable perspec- tives on the role of technology in education, it is of utmost importance to engage them in a participatory design process. Adopting a case study methodology, we aim to reveal in what ways teachers work as participatory designers and define conditions that support teachers in that. Two initiatives of participatory design in Canada and Singapore were investigated. Design materials, transcripts of design meetings, and interviews with teachers were qualitatively analyzed. Case study 1 (Canada) showed that two teachers participating in software design for an astronomy curriculum contributed by suggesting new design fea- tures, introducing pedagogical requirements, and providing feedback on prototypes or design ideas. It appeared essential that teachers feel that their ideas were valued and respected in the entire process. In case study 2 (Singapore), six teachers contributed to the design of a mobile learning trail through: Theorizing and bridging knowledge building principles, collaborative prototyping, contextual inquiry of activity relevance and activity execution, and collaborative evaluation of technology integration. Teachers valued case study discussions with similar cultural contexts and visiting the learning site to design with contextual knowledge. From our case studies, it can be concluded that teachers contribute to the design processes by engaging in theoretical discussion, active participation in a design partnership, reflection about pedagogy and practice, and experimenting with enactment. Conditions that support teachers include support in emergent processes and an atmosphere of trust and inclusion.

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Figure 1. Device Display. Figure 2. Commercial website dashboard display.
Figure 3. Game interface display. 
Figure 5. RFID tags are embedded in plush toys serving as "avatars" for student foragers. Figure 6. Students foraging at food patches. Hidden RFID readers detect tags embedded in stuffed animals.
Figure 7. Public ambient displays used during foraging bouts. From left to right, the Harvest Graph (distribution of individual caloric gain), the Patch Popularity map (aggregate whole-class time spent in patches), and the Marauder's Map (the current location of all squirrels currently foraging).
Becoming reflective: Designing for reflection on physical performances

January 2014

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446 Reads

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9 Citations

Learners' physical performances can serve as focal objects for reflection and insight across a variety of contexts and content areas. This session brings together a set of projects that leverage the physical performances of learners, construct concrete and abstract representations of those performances, and investigate how learners reflect on and understand the relationships between their performances and target content-physics, health and fitness, data literacy and navigation, animal foraging, and climate change. The session will share findings and design principles from each of the studies around constructing technological scaffolds for physical performance reflections. The symposium highlights the various ways performance can be used to engage learners, and how different settings and learning goals affect the designs of performance representations.


An embodied approach to collaborative knowledge construction for science inquiry

June 2013

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16 Reads

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1 Citation

This research seeks to understand how embodied interactions that are enacted within a digitally-augmented learning environment can support collaborative knowledge construction. In particular, I want to discover how learners use motion- and gesture-based forms of input to make contributions to a community knowledge base. Throughout the duration of an investigation, students continually add to and draw upon the knowledge base and use it to support scientific reasoning. My doctoral work is part of a larger program of research known as Embedded Phenomena for Inquiry Communities. Following a design-based research approach, the learning materials, activities, and software applications that are created to support embodied interactions within this context will be implemented in upper elementary school science classrooms.


Aggregating students' Observations in support of community knowledge and discourse

January 2013

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8 Reads

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6 Citations

We present two case studies of scientific inquiry with Embedded Phenomena, where two middle school science classes participate in whole-class investigations of phenomena that are embedded within their classroom. Students share observational data with their peers using networked handheld devices. Student-contributed data is collected, aggregated and re/presented in coherent visualizations, designed to guide students in their investigations. We examine the forms of these collective representations with a view towards understanding their efficacy in scaffolding learners and resolving their driving inquiry questions. We analyze the patterns of discourse and of use surrounding these aggregate visualizations during teacher-led, whole class discussions. For each case, we report three trends based on a visual analysis of the coded discourse, followed by a discussion of the patterns of use surrounding the display of aggregate screens. We conclude with a synthesizing discussion of the two cases.


Common knowledge: Orchestrating synchronously blended f2f discourse in the elementary classroom

January 2013

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12 Reads

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4 Citations

This study reports on the continued development of Common Knowledge (CK) - a pedagogical and technological innovation that supports knowledge building blended discourse. Students use handheld tablets to contribute notes to a community knowledge base, which is publicly displayed on the classroom's interactive whiteboard (IWB). This aggregate display provides students with a powerful visualization of the community's idea flow. The IWB display further provides teachers with "at-a-glance" formative assessment of students' thinking and supports spontaneous adjustments to their orchestration of inquiry activities and blended discourse. This paper presents a study of how CK supports student and teacher discourse in inquiry science.


Using a participatory approach to design a technology-enhanced museum tour for visitors who are blind

February 2012

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34 Reads

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14 Citations

In this poster we trace the discovery and initial design phases for a digital museum guide for visitors who are blind, for use at the Bata Shoe Museum in Toronto. Our design goal was to create a prototype for a handheld device that would provide contextual, descriptive, and historical information about artifacts in the museum's permanent collection. First, we reviewed existing assistive technologies. Second, a participatory design approach was identified as a useful methodology to understand the specific characteristics of the context of use and the unique perspectives of the users in this study. Third, in collaboration with participants who are blind and museum staff, we developed a medium-fidelity prototype. Using a simulation technique with participants in situ, we created rapid iterations of our prototype. Here, we present our key findings and recommendations.


Figure 0. "WallScope" view of a WallCology habitat.
Figure 5. Errors in counting mask important population trends in prior WallCology enactment.
Embedded phenomena for knowledge communities: Supporting complex practices and interactions within a community of inquiry in the elementary science classroom

January 2012

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55 Reads

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2 Citations

The work presented here is a product of a collaborative effort to develop a knowledge community and inquiry curriculum for elementary science, where students engage in extended investigations of simulated scientific phenomena presumed to occupy the physical space of their classrooms. By their immersive nature, these "embedded phenomena" lend themselves to a collective epistemology, and hence to new forms of learning and instruction that depart from the conventional didactic approach. The symposium centers on the design and enactment of a seven-week elementary school ecosystems unit, WallCology, developed in close collaboration with partner teachers and school administrators during summer and fall of 2011. Six posters highlight different facets of our effort, including descriptions of the immersive environment, the instructional narrative, the inquiry support technologies, the role of aggregate representations, discourse processes, and the classroom experiences of the 37 students and two teachers who participated in the unit.

Citations (8)


... This study is part of a larger funded research project called Embedded Phenomena and Inquiry Communities (EPIC-see Moher and Slotta 2012) conducted by researchers and technologists from the Ontario Institute for Studies in Education of the University of Toronto and the University of Illinois at Chicago, and within a long-term research-practice partnership (RPP-Coburn and Penuel 2016) with the Dr. Eric Jackman Institute of Child Study Lab School in Toronto, Canada. The goal of EPIC is to investigate "Embedded Phenomena" (EP- Moher 2006), which are room-sized digital and physical simulations embedded (i.e., via computer displays, audio amplifiers, etc.) in the walls, floor, or furniture of the classroom environment. ...

Reference:

Supporting communities of learners in the elementary classroom: the common knowledge learning environment
Embedded phenomena for knowledge communities: Supporting complex practices and interactions within a community of inquiry in the elementary science classroom

... These results derive from an array of research showing students' capacities to tap into first-person viewpoints of concepts, which have been described as empathic embodiments (Goldman et al., 2012). Learning scientists have studied how students enacted mealworm movements in metamorphosis (Warren et al., 2001), role-played squirrels gathering food (Moher et al., 2014), simulated transmission of and protection from viruses (Collela, 2000), become particles transitioning from solid to liquid to gas (Danish et al., 2020;Davis et al., 2019;DeLiema et al., 2019;Scherr et al., 2013;Varelas et al., 2010), modeled mathematical proportions in their own hands (Abrahamson et al., 2014), spoken as if they were a single point on a graph (Nemirovsky et al., 1998), hurtled in the role of an asteroid through an augmented reality display (Lindgren et al., 2016), and moved as a ball in a physics simulation (Enyedy et al., 2012), including many others. Viewpoint immersion also extends beyond STEM learning. ...

Becoming reflective: Designing for reflection on physical performances

... In the literature, we can also find systems which propose features from both categories. For instance, CK3 (Fong et al., 2013;Fong et al., 2015) is an application which enables students to write notes on their tablets. These notes are then displayed to the teacher and the whole class on an interactive whiteboard. ...

Common knowledge: Orchestrating synchronously blended f2f discourse in the elementary classroom
  • Citing Article
  • January 2013

... This approach, at the same time, leads to quality improvements, since end users participate in the planning process, and ensures democratic participation in all aspects of design (Schuler & Namioka, 1993). The fundamental ideas and features of PD have been applied to educational research, especially for the creation of innovative teaching and learning practices, technological objects and tools, in the context of educational reform attempts (Cober, McCann, Moher, & Slotta, 2013). The advantages of this approach are discussed in a number of surveys (Danielsson & Wiberg, 2006;Katterfeldt, Zeising, & Schelhowem, 2012;Masse, Pounds, Church, Waters, & Souders, 2014;Moser, 2013;Yip et al. 2013;), which also encompass applications on digital games, as well as on story creation (Ekelin, Elovaara, & Mörtberg, 2008;Johansson & Linde, 2005;Kucirkova, 2019;Ozcelik, Terken, & Terken, 2012;Pata, 2011). ...

Aggregating students' Observations in support of community knowledge and discourse
  • Citing Article
  • January 2013

... EmLi (Buchanan, 2010) was designed on J2ME (Java 2 Platform, Micro Edition) while Physical Web (Jergefelt, 2015) was implemented for both platforms, iOS and Android. On the other hand, RoomQuake (Moher et al., 2015) is another indoor application that uses BLE beacons along with RFID tags for conducting scientific inquiry- based learning activities. In this application, students can learn about the earthquake in the classroom by performing real-time experiments. ...

Knowledge Construction in the Instrumented Classroom: Supporting Student Investigations of Their Physical Learning Environment.
  • Citing Conference Paper
  • July 2015

... The benefits of involving teachers in designing technology-enhanced learning are recognised (Kali et al., 2015) and adopted in educational technology research (e.g. Cober et al., 2015;Mavroudi et al., 2016). Tracing Carbon, as a design case study, exemplifies how teacher involvement in the design process impacted the quality of the designed learning environment. ...

Teachers as participatory designers: two case studies with technology-enhanced learning environments

Instructional Science

... These practices aspire to overcome previous scepticism about whether cultural institutions can systematically tackle issues of inequalities and injustice (Janes and Sandell 2019), as well as a deeply rooted fear of press and public scrutiny (Kidd 2019). The adoption of participatory approaches that engage people who are usually disenfranchized from the cultural sector is at the forefront of these trends, with a concentration of efforts on boosting the participation of disadvantaged groups and communities such as, for example, ethnic minorities (Lynch and Alberti 2010), young people (Morse et al. 2013), visually-impaired people (Cober et al. 2012), people with disabilities (Siegel 2013), migrants (Iervolino 2013), and refugees (Puzon 2019). Besides these categories, identified by existing literature, the socially innovative participatory projects that were surveyed as part of this research particularly pointed out that groups such as women, unemployed people, minors who are migrants, people navigating mental health issues, people with a criminal record, asylum seekers, and survivors of domestic violence are at a disadvantage when it comes to targeted initiatives for active engagement with culture and heritage. ...

Using a participatory approach to design a technology-enhanced museum tour for visitors who are blind
  • Citing Conference Paper
  • February 2012