Learning | Anytime, Anywhere
"Learning | Anytime, Anywhere" was developed to engage students in learning both in and out of the classroom. This was a semester long partnership between the Parsons, The Riverdale Country School, and IDEO. The project emphasizes the individual student by building on the potential of collaborative learning platforms — specifically exploring the framing of the school as a learning commons.
How might we create a casual environment for students to go, outside of the classroom, to share, reflect, and collaborate with peers in their own space?
Client: Riverdale Country School in partnership with IDEO
My Role: User Experience, Research, Prototyping
Team: Marisa Glick, Sojung Kim, Jennifer Matsumoto
Process: We conducted user research with stakeholders (students, teachers, and parents) on learning environments and assessed technology limitations, if any, with their tech department. We created prototypes, tested, documented stakeholder feedback, and iterated upon each approach for our final product.
Solution: Utilizing technology in the classroom (as well as tech available for loan through the school) and what is accessible to the students, we created an augmented reality toolkit for education. Students are encouraged to digitally capture their experiences beyond the classroom through imagery, video, sound, etc. and creatively share content by juxtaposing it against their classroom environment.
Challenges: Trying to encourage "anytime, anywhere" learning and incentivize participation in an structured learning space proved difficult, leading us to give more control to the students for a more personalized and unstructured learning environment.
Embracing technologies of cooperation and cultivating open learning environments, this project emphasizes the individual student by building on the potential of collaborative learning platforms — specifically exploring the framing of the school as a learning commons. Aiming to engage the next generation of students in learning both in and out of the classroom, the idea of Anytime, Anywhere learning reiterates that education can take place beyond the traditional classroom setting.
In an analog version of this toolkit, students are still encouraged to incorporate their ideas of an extending classroom by creating physical representations of of their experiences.
Final documentation for this project can be found here.