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Kathleen Luchini

dblp:08/347 · DBLP profile ↗
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4ranked-venue papers
4as first author
0since 2021 · last 2004
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Learning and educational technologies · 89% User interface design and tools · 11%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies › instructional design
learner-centered design
0.012004
Design guidelines for learner-centered handheld tools · CHI 2004
Learning and educational technologies
concept mapping
0.012003
Pocket PiCoMap: a case study in designing and assessing a handheld concept mapping tool for learners · CHI 2003
Learning and educational technologies
scaffolding
0.012004
Design guidelines for learner-centered handheld tools · CHI 2004

Methods — techniques the papers use, named apart from their topics

design-based research · 0.0classroom study · 0.0
YearPublicationVenuePosition
2004 Design guidelines for learner-centered handheld tools
abstract
Handheld computers are mobile, flexible devices that can provide real-time, one-to-one support for students from within the context of their learning activities. This paper describes the design of three learner-centered handheld tools used as part of a nine-month classroom study involving thirty-three eighth grade students. A review of related work identifies some of the challenges of building educational software within the constraints of handheld screens, and two broad design guidelines are synthesized to help address these challenges. The first design guideline focuses on decomposing the learning activity to identify salient tasks and the type of supports (or scaffolds) students need to engage in these tasks, then building separate handheld workspaces to support each task. The second guideline focuses on methods for implementing scaffolds within these task-based workspaces while preserving the usability of the overall handheld software.
Kathleen Luchini, Chris Quintana, Elliot Soloway
CHI1
2003 Pocket PiCoMap: a case study in designing and assessing a handheld concept mapping tool for learners
abstract
Our project explores the benefits and challenges of using handheld computers to support learners in creating concept maps (a type of visual outline). By synthesizing research on small user interfaces with guidelines for building desktop learning tools, we identified potential challenges to using handhelds for complex learning tasks and developed new design guidelines to address these issues. We applied these guidelines to the design of Pocket PiCoMap, a learner-centered concept mapping tool for handheld Pocket PCs. As part of a 9-month classroom study, students used both the handheld Pocket PiCoMap and a comparable desktop concept mapping tool called PiViT. The goal of this comparison between handheld and desktop tools was to better understand how the different form factors of these computers impact students' work processes and products. Our results suggest that students can successfully complete complex learning activities using handheld tools, and that specialized supports (called scaffolds) can be used to help students create better concept maps. This study also identifies several areas where handheld learning tools need further improvements, such as helping students organize their work within the confines of small handheld screens, and we discuss ways in which scaffolds might be used to improve future handheld learning tools.
Kathleen Luchini, Chris Quintana, Elliot Soloway
CHI1
2002 ArtemisExpress: A Case Study in Designing Handheld Interfaces for an Online Digital Library
Kathleen Luchini, Chris Quintana, Elliot Soloway
Mobile HCI1
2001 An Engineering Process for Constructing Scaffolded Work Environments to Support Student Inquiry: A Case Study in History
abstract
Inquiry-based curricula encourage students to develop research and collaboration skills by working with evidence and exploring real problems. Students engaging in inquiry projects must be supported in learning the content and work practices of a domain. SWEets, or scaffolded work environments, are one method of providing this support. We present a new software engineering process for designing SWEets for any educational domain and describe the application of this process to the development of Clio, a Web-based SWEet for high school history students. The Clio SWEet was piloted in two classroom studies and preliminary data indicate that students were able to use the software to successfully gather and analyze data as part of an inquiry-based classroom curriculum.
Kathleen Luchini, Paul Oehler, Chris Quintana, Elliot Soloway
ICALT1