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Kidding Around:
Hands-on Digital Learning for
   Children and Families

        Shelley Mannion
          Alex Flowers
Us
Our audiences
What makes a good learning program?
Case studies
          10.30 Coffee and tea

Designing digital learning activities
Digital activity brainstorm
Design an activity
Who are our audiences?
   How do they like to learn, play and create?
Babies, Early years

Primary school

Pre-teens, Teenagers

Families
Babies




 Designing for parents
            and carers
Colors, shapes, textures
Safe places for
open-ended play




   Tot Land, Crocker Art Museum
     Sacramento, California, USA
Tot Land, Crocker Art Museum
Body Paint, 2009
Mehmet Akten
Early years
Explorers, discoverers
The Whole Experience
May not be object-focused
Active learning

                                     Acting things out




                           Shapes
                            Colors
Finding and collecting       Faces
                         Emotions
                          Patterns
                          Animals
Pittsburgh Children’s Museum
                 Flickr: KrisNFred




Stories
Industrious,
               hard-working




Elementary or Primary school
Easily absorbed,
Have trouble with transitions
Outcome is crucial
Developed motor skills
Crocker Art Museum, Sacramento
Love dirty jokes, blood and gore
Pre-teens
Good at stuff, but can be self-conscious
Self-directed
Developing personal passions
Like grown-up roles, tasks
Like working with friends rather than adults
Need to do their own thing
Teens   Question adults’ authority
Need open-ended tasks
Unstructured time to create
Use technology for social interaction




                       Photo leppre on Flickr
More serious about future careers
Appreciate learning skills, meeting experts
Families




   Mixed age groups
makes logistics crucial
Get everyone involved
Prompt talk and discussion
     (about anything!)
Older children can lead on digital activities
Modelling
‘letting go’
for parents
What makes a successful learning
           programme?


         Which elements require
extra attention when using digital tools?
How can we encourage different types of
   learning and play through digital
             experiences?

 (Social / Collaborative / Experimental)

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Kidding Around: Introduction to Our Audiences (#mw2012)

Editor's Notes

  1. Anticipate your visitors needsWhy are they visiting?What might they want to do?How do they like to learn, play and create?
  2. -Logistics-Opportunity for a regular outing, social interaction
  3. Multi-sensory stimulation
  4. Natural user interfaces
  5. Alex adds:Involve adults: Adults and children working togetherTake-away productPlayful learning builds on existing knowledge, skills
  6. Active learning (by doing, through play)
  7. Technology-empowers (photography) if little language
  8. Eager to please
  9. Perfectionistic
  10. Need humour to lighten up