Thinking back and forth between observing physical phenomena and developing scientific ideas, also known as hands-on and minds-on learning, is essential for the development of scientific reasoning in primary science education. In the Netherlands, inquiry-based learning is advocated as the preferred teaching method. However, most teachers lack time and sufficient pedagogical content knowledge to adequately provide the teaching required for this. To address this problem, we designed and evaluated science and technology lessons, consisting of hands-on experiments combined with interactive diagrams, aimed at scaffolding primary school students (9–12 years) in the development of their scientific reasoning. Our proof-of-concept uses an online application, that lets students work through the lessons while alternating hands-on and minds-on activities. A study was carried out (n = 490) showing that most students successfully complete the lessons within a standard lesson timeframe. The approach enables students to effectively apply several types of scientific reasoning and to do so more autonomously than in traditional science classes.
Created for the 2019 Prague Quadrennial’s 36Q°, Blue Hour VR was a site-responsive mixed reality performative installation that placed the spectator, as experiencer, within a hybrid landscape of real- time three-dimensional computer graphics and 360-degree video. This article describes the design process, staging and experience of Blue Hour VR from the vantage point of its creators. Using a phenomenological perspective, the article discusses how Blue Hour VR staged presence and embodiment within an intermedial haptic experience. Blue Hour VR demonstrates how virtual reality technology can be harnessed by a mixed reality performance design, which includes both the material and virtual environment, creating a complex stratigraphy of intermedial textures and visual dramaturgies that co-exist inside, outside and in between perceptual realities. In doing so, the article aims to contribute to the limited body of work on mixed and virtual reality in the context of theatre and performance design.
The project discussed in this paper is aimed at increasing people’s understanding of the existence and desired workings of ambient technology in the home by demonstrating its potential. For this purpose, an interactive dollhouse is presented. The dollhouse, a miniature model of a sensor-equipped home, was developed and used to engage elderly users in the design of an ambient monitoring system. This paper explains the design of the interactive dollhouse and the ways it was used as an elderly-centered design method for increasing understanding of the desired workings of ambient monitoring in the home.