Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/118746
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dc.contributor.authorLister, Pen-
dc.date.accessioned2024-02-15T16:06:48Z-
dc.date.available2024-02-15T16:06:48Z-
dc.date.issued2022-
dc.identifier.citationLister, P. (2022). Ways of Experiencing Technology in a Smart Learning Environment. In N. Streitz, & S.Konomi (Eds.), Distributed, Ambient and Pervasive Interactions. Smart Living, Learning, Well-being and Health, Art and Creativity. HCII 2022. Lecture Notes in Computer Science, (pp. 148-164). Cham: Springer.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/118746-
dc.description.abstractThis paper discusses ways of experiencing digital technology and digital interactions in ‘smart learning journey’ activities. Smart learning journeys can be considered as ad-hoc smart learning environments outside in the real world, offering a wide range of opportunity for empowering local populace engagement in issues relevant to a neighbourhood area. Activities may often be associated with urban citizen communities, enhancing quality of life and lifelong learning in urban digitally connected ‘hyperlocal’ spaces. Activities discussed in this paper used freely available smartphone apps and consisted of a series of digitally augmented real-world local features that together formed a journey of points of interest related by topic. Research discussed in this paper investigated how people experienced ‘Technology’ as one of four conceptualised system elements of a smart learning journey activity, the others being Place, Knowledge and Collaboration. Utilising the methodology of phenomenography and analysing participant semi-structured responsive interviews with a structure of awareness analytical framework approach, four categories of Technology experience variation emerged. These were Easy, Helper, Novel and Problematic. These categories were formed by noting the commonality and variation across all interviews at collective level, while retaining the individual participant context. This paper reflects on these categories of experience variation, positioning discussion in further context of the socio-cultural technological, ‘post digital’ world that smart learners may find themselves in future urban smart learning environments.en_GB
dc.language.isoenen_GB
dc.publisherSpringeren_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectHuman-computer interaction -- Case studiesen_GB
dc.subjectUser interfaces (Computer systems)en_GB
dc.subjectAugmented realityen_GB
dc.subjectLearningen_GB
dc.subjectTechnological literacyen_GB
dc.titleWays of experiencing technology in a smart learning environmenten_GB
dc.title.alternativeDistributed, ambient and pervasive interactions. Smart living, learning, well-being and health, art and creativityen_GB
dc.typebookParten_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holderen_GB
dc.description.reviewedpeer-revieweden_GB
dc.identifier.doi10.1007/978-3-031-05431-0_11-
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