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YOU BETTA WERK : Using Wearable Technology Performance Driven Inclusive Transdisciplinary Collaboration to Facilitate Authentic Learning

Zeagler, Clint (author)
Georgia Institute of Technology, United States
Lish, Jaye (author)
The Other Show, United States
Cheezburger, Edie (author)
The Other Show, United States
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Woo, Max (author)
Max Woo, United States
Tynan, Kathleen L (author)
Georgia Institute of Technology, United States
Morton, Elise (author)
Georgia Institute of Technology, United States
Mannan, Simrun (author)
Georgia Institute of Technology, United States
Christensen, Eva L (author)
The IT University of Copenhagen, Denmark
Eggleston, Jordan (author)
Georgia Institute of Technology, United States
Greenfield, Paige (author)
Georgia Institute of Technology, United States
Choi, Chloe Lynne (author)
Georgia Institute of Technology, United States
Gustafsson, Axel (author)
Malmö universitet,Institutionen för konst, kultur och kommunikation (K3)
Holmgren, Jonatan (author)
Malmö universitet,Institutionen för konst, kultur och kommunikation (K3)
Iyer, Aparna (author)
Georgia Institute of Technology, United States
Chi, Michael (author)
Georgia Institute of Technology, United States
Gandy, Maribeth (author)
Georgia Institute of Technology, United States
Levy, Laura (author)
Georgia Institute of Technology, United States
Bolter, Jay David (author)
Georgia Institute of Technology, United States
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 (creator_code:org_t)
2021-02-14
2021
English.
In: TEI '21: Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450382137
  • Conference paper (peer-reviewed)
Abstract Subject headings
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  • Working or WERKing on a wearable technology project in a transdisciplinary group can be an effective way of learning new skills and collaboration techniques. This paper describes a case study of running a wearable technology group project within an undergraduate course entitled Wearable Technology and Society. The computational media students in the class collaborated with outside performance artists (drag queens and a street dancer) to create interactive performance garments. Design methods such as the use of boundary objects aided in communication of ideas and cooperation across disciplines and cultural barriers. The requirement that the interactive garment function appropriately in a real performance lent urgency and gravity to the experience, motivating cohesive and expedited problem solving in the transdisciplinary group. The use of these methods on a project with real world outcomes and consequences facilitated an authentic learning experience for the students involved.

Subject headings

HUMANIORA  -- Konst -- Design (hsv//swe)
HUMANITIES  -- Arts -- Design (hsv//eng)

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ref (subject category)
kon (subject category)

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