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Multi-touch
November 2008 Onwijs got the chance to start working with a new technology, the multi-touch interface, as can be found on the Microsoft Surface™.
The Surface is a computer that looks like a table with a touch screen that registers input from several users.

This means no mouse or keyobard: users can interact directly with objects on the screen.

As an extra feature Surface also supports object recognition. It wil recognize objects that are placed on the screen, like an ID card, a glas of wine, a cellphone or a toy car.

This promising technology seems perfectly suited for use in an educational environment. Cooperating through direct manipulation is something that is completely normal for children, especially when they're playing. More then for most adults.

With this in mind Onwijs started a number of projects using Surface-technology.

After several demonstration projects it is clear that multitouch technology, especially in the form of tables, is indeed very suited, not just for educational purposes but also places like museums and libraries.

With the introduction of Windows7 and the presentation of numerous touchscreens and touchtables information becomes available at the tip of a finger.

 

Surface at school ( III ) - De Trampoline
Primary school De Trampoline in Leidschendam is the first Dutch school with their own Surface unit. It will be used in a project where several innovatieve technologies will be tested en compared. Three groups (1st and 2nd grade) will each get a different device to try out.

RijtjesSpel For this purpose Onwijs developed a set of Surface-applications, partly in cooperation with students of Hogeschool Rotterdam.

With exercises like WordCloud, CombinationGame or FormPuzzle pupils can train their language and logical skills.
Surface at school ( II ) - De Schakel
In March 2010 children from the 6th, 7th and 8th grade of primary sschool de Schakel in Eibergen get the chance to work with several new technological innovations, among which is a Surface unit. This is part of a project Leren van de toekomst (Learning of the future),which is an initiative of SURFNet/Kennisnet, an educational organisation funded by the Dutch government.

SommenSpel Onwijs participated in this project and created a series of Surface-applications about a part of the math curriculum: fractions, decimals and percentages.
There are five exercises with names such as ProblemGame, FractionTrain and DuoFraction (roughly translated).
In a menu application pupils can use objects to pick an exercise and identify the participants. The chosen application will use this info to adapt to the level of the group.

Video impressions of the whole project can be found at Jeugdjournaal and Editie NL.
Surface at school - De Clipper
On November 20th primary school De Clipper in Rotterdam opened their new media centre. To help celebrate this Onwijs demonstrated one of the newest type of media: the Surface.

Special guests for the festivities were Dutch writer Hans Hagen and his partner and tv-presenter Monique Hagen. To honour the guests Onwijs created two presentations on their work on the Surface.

clipper There were also a couple of Surface applications that were made especially for this occasion (with drawings of the Clipper pupils) and a number of educational programs and some demo's by nsquared.

The Surface unit was intended to stay at the school for a week, but this was extended to a period of three weeks. Both for the pupils and teachers as for us this was a great first opportunity to see how a Surface could function in a school and it gave us a lot of new insights.

The event got a lot of attention, not just from the kids, but also from the media (radio, television and newspapers).
Here is a short impression, made for television.
Play together, learn together
SamenLeren Play Together, Learn Together is the catch phrase for a project where Onwijs will introduce Surface technology in (primary) schools.

The plan is to make a tour with a Surface unit and a collection of demo applications and give teachers and children a peek at the future of education.

 

Multi-touch in education
Multi-touch introduces two new key features: a new kind of interface and a new social context. Both are specifically relevant in an educational environment.

A touch-based interface means that users can directly interact with software. With touch comes gesture. Children can grab, move and manipulate objects on screen like they would do in real life. They can even throw them aside. This triggers the curiosity and invites children to explore and experiment.

It is tempting to say that there are no limitations to this way of interacting, but there are. The objects are still virtual so, for instance, you can't put them in your mouth. Limits aren't necessarily a bad thing.

There is also however a dimension of hyperreality: you can do things with these virtual objects you wouldn't be able to do in real life. In that sense there are no limits. You can break objects apart, put them together again, turn them inside out, bend them, stretch them or make them disappear. All this still with simple touches and gestures and with bare hands, no tools required.

Another major feature is the social aspect. A multi-touch interface means that all of a sudden, more then one person can interact with the same device at the same time. Especially in a setup like the Surface, users can sit around a screen as if it were a table and interact with it. Noone is necessarily the prime user, everyone has the same level of access.

This means that an important part of the actual experience is what happens over the table: users interacting with each other, not just with a piece of software. Good applications should encourage and support this, but children will automatically engage in conversation and play when they're in small groups.

Simply put there are two types of social activity involved: competition and cooperation.
A competitive setup will pitch users against each other, encouraging them to improve their skills. They can also decide to combine forces against another user or a virtual opponent.
Another approach is to make this cooperation the focus of social interaction. In such a cooperative setup users can be challenged to work together to achieve certain goals or be encouraged to help each other with certain tasks.

Both types of social interaction are part of standard educational practices. Competition is mostly found in sports, quizzes or games, but also in test results, where cildren will measure their performance against their class mates.

Cooperation, for instance in peer-to-peer learning, (children learning from each other), is a also very common approach in all kinds of education. If a person helps another with a certain task, both profit. The first will reflect on what is already known and train the knowledge, the second might learn something new or gain more understanding. The instructor in such a relationship is traditionally the teacher, but often it will also be another pupil.
On a multi-user device educational software can move to a new dimension and create an environment where users can be encouraged to help each other.

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