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Playing and Learning


New handheld and wireless technologies allow digital information to be combined with the physical environment in new and different ways. Technologies such as these have the potential to provide innovative ways for children to play and learn. As little is currently known about the effectiveness of these technologies for playing and learning, a range of innovative play and learning environments have been developed to explore ways in which ubiquitous technologies can support effective imaginative and engaging interaction for children.
 
 

Playing and Learning has a varied group of researchers, ranging from hardware and software engineers to cognitive scientists, experts in human-computer interaction, developmental psychologists, sound specialists and interaction designers.

Such diversity of expertise reflects both the research strategies and the ideals of Digital Play. The traditional PC has migrated from the workplace into the school, bringing its associated values. But shouldn't learning be fun? Shouldn't it be playful?


Playing and Learning is attempting to break free from the constraints of deskbound computer-supported learning in schools. The emergence of new ubiquitous technologies allows us to get away from an idea of computing that imagines people interacting individually with computers while sitting at a desk. Ubiquitous computing offers the possibility of using computers while working in groups in the office or classroom but also outside, in the countryside and in public spaces. By furthering such technologies we hope to make education more intriguing, flexible and mobile. We use immersive environments, mixed reality environments and tangible-mediated learning (both indoors and outdoors). It sounds complex, and it is - conceptually and technically.


However, our central goal remains simple: to foster the imagination, that creative space where play merges with learning. Without imaginative engagement, acquiring information is merely a chore. More importantly, it is through the development of their imaginations that children put in place the structures that allow them to learn.


Featured Projects

Chromarium Chromarium

Chromarium is a mixed reality environment designed to support new ways of exploring and experimenting with colour mixing.

The Hunting of the Snark The Hunting of the Snark

The Hunting of the Snark is an adventure game designed to promote novel forms of playing and learning for young children, using a diversity of ambient and pervasive technologies. Studies suggest how these kinds of interactive spaces can encourage aspects of playful learning.

Ambient Wood I Ambient Wood I

The Ambient Wood is an outdoor playful learning experience. Pervasive technologies are used to digitally augment a woodland in a contextually relevant way, enhancing the ‘usual’ physical experience available to children exploring the outdoor world.

Ambient Wood II Ambient Wood II

Building on the experiences of Ambient Wood I, Ambient Wood II continued exploring the theme of augmenting a woodland playful learning experience with digital tools. New devices were introduced and an improved system for remote facilitator support was implemented.

The Ambient Wood III - Classroom Ecology The Ambient Wood III - Classroom Ecology

The aim of the classroom session was to help children take information about some of the organisms they had discovered while exploring the ambient wood and think about interrelationships between by constructing food webs. The activity was supported by the use of a tabletop display and physical tokens.

The Chawton House Project The Chawton House Project

The Chawton House project builds on previous Equator experiences that explored computing in the wild and pervasive computing for playing and learning.

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