Frameworks, Tools and Research Designs
Edited By Giasemi Vavoula, Norbert Pachler and Agnes Kukulska-Hulme
List of Figures xxv
Figures 1. Figure 4.1: A simple example of a pension statement “symbolic bound- ary object”. 2. Figure 4.2: Extract from an Excel spreadsheet for simplified pension projections, for the case of 5% annual interest growth. 3. Figure 4.3: Boundary objects at the intersections of social worlds. 4. Figure 6.1: An adaptation of Vygotsky’s original model of human activity (Mwanza, 2002, p. 55). 5. Figure 6.2: The Activity System (Engeström, 1987). 6. Figure 6.3: AODM’s Technique of Mapping AODM Operational Processes (Mwanza, 2002, p. 162). 7. Figure 7.1: The game map with markers and detours with the mobile game interface below. 8. Figure 7.2: How co-design is used across the learning activity. 9. Figure 12.1: ASL MobileEye eye tracker (initial design October 2004). 10. Figure 12.2: Episode of 17 seconds from one participant’s scan pattern. 11. Figure 13.1: Example of initial PMM drawn on chalkboard. 12. Figure 13.2: Gugu’s Pre-visit Personal Meaning Map. 13. Figure 13.3: Gugu’s Post-visit Personal Meaning Map. 14. Figure 14.1: Nahla, 15-years-old, was pleased with the new skills she learnt at Tate Britain (Visual Dialogues programme). 15. Figure 15.1: Example radar chart of 3 users’ application use (percent- age of use time devoted to each application) and median of runtime (seconds of application use length). xxvi Figures 16. Figure 17.1: Pattern of use of OpenLearn – based on 6-week sample of registered users. 17. Figure 18.1: Use of complex multimodal resources characterizes class- room activities. 18. Figure 18.2: Main features in first Gidder prototype. 19. Figure 18.3:...
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