TY - JOUR
T1 - Technology, participation and bodily interaction in nature
T2 - The potential of mobile technology in situated learning.
AU - Balling, Gitte
AU - Schilhab, Theresa
AU - Esbensen, Gertrud Lynge
PY - 2022/10/1
Y1 - 2022/10/1
N2 - In this study, we test and discuss a Danish communication and entertainment mobile application (app) aimed at children aged 10 to 12 years for use by families and schools. The app, Tidslommen, has been developed by Museum Vestsjælland, a collaboration among natural history museums in Denmark. Tidslommen features audio and video guides and augmented reality with game elements, which become active when users enter specific geographical spots. Adopting a transdisciplinary approach (media study, studies in children’s culture, educational neuroscience, educational anthropology) and using a combination of the walkthrough method and sensory ethnography, we explore the functionalities of the app at four locations. With our field-based user experiences as the point of departure, we analyse and discuss the potential and challenges related to the intersections among bodily and nature-based experiences, mobile technology and participatory practices as part of a didactic setting that aims to encourage children to participate in experiences with nature. Our study suggests that using mobile technology encourages interactions between peers and moving around at a location. The app also allows for an individualised experience characterised by a play-oriented approach to the location.
AB - In this study, we test and discuss a Danish communication and entertainment mobile application (app) aimed at children aged 10 to 12 years for use by families and schools. The app, Tidslommen, has been developed by Museum Vestsjælland, a collaboration among natural history museums in Denmark. Tidslommen features audio and video guides and augmented reality with game elements, which become active when users enter specific geographical spots. Adopting a transdisciplinary approach (media study, studies in children’s culture, educational neuroscience, educational anthropology) and using a combination of the walkthrough method and sensory ethnography, we explore the functionalities of the app at four locations. With our field-based user experiences as the point of departure, we analyse and discuss the potential and challenges related to the intersections among bodily and nature-based experiences, mobile technology and participatory practices as part of a didactic setting that aims to encourage children to participate in experiences with nature. Our study suggests that using mobile technology encourages interactions between peers and moving around at a location. The app also allows for an individualised experience characterised by a play-oriented approach to the location.
KW - Faculty of Humanities
KW - Museum communication
KW - Nature Experiences
KW - Affordances
KW - app based activities
KW - Play
U2 - 10.2478/tjcp-2022-0010
DO - 10.2478/tjcp-2022-0010
M3 - Journal article
VL - 9,2
SP - 1
EP - 14
JO - Conjunctions : transdisciplinary journal of cultural participation
JF - Conjunctions : transdisciplinary journal of cultural participation
SN - 2246-3755
ER -