Social Wearables Edu-Larp: Insights From a Novel Camp Combining Crafting, Coding, and Larping Aimed at Non-traditional Steam Participants
Authors
Shannon Campe
ETR AssociatesResearch Background and Issues
-
Identified Problems or Challenges:
- Women remain significantly underrepresented in the field of computing. In particular, many girls lose interest in technical education and careers during middle school.
- Existing STEAM (Science, Technology, Engineering, Arts, and Mathematics) education programs often attract white males while excluding other groups.
-
Significance of the Problem:
- The participation of underrepresented groups, including women, in STEAM fields is crucial for enhancing diversity and innovation.
- Middle school is a critical stage for shaping students' interest and confidence in technical fields, and interventions during this period can have a profound impact on future career choices.
-
Research Motivation and Related Work:
- Traditional STEAM training models, which often focus on linear tasks, are less appealing to girls.
- Educational models that integrate constructivist learning, electronic textiles, and live-action role-playing (LARP) have been shown to longitudinally enhance inclusivity in technical learning.
- Previous studies have demonstrated that electronic textiles and collaborative learning significantly boost girls' confidence in technical skills.
Proposed Solution
-
Proposed Solution:
- The authors propose a "Social Wearable Edu-LARP" curriculum, which combines electronic textile creation and programming tasks within a role-playing narrative to enhance participants' interest in STEAM.
- The curriculum is designed as a five-day summer camp called "Anywear Academy," centered on role-playing, collaborative problem-solving, and wearable technology design.
-
Innovative Aspects:
- Integrating LARP into STEAM education to enhance the appeal of the curriculum through narrative-driven tasks.
- Leveraging electronic textiles and crafts to connect STEAM technologies with students' existing skills (e.g., crafting), thereby lowering the technical barrier.
- Using role-playing to provide students with opportunities to adopt new identities (e.g., from observer to designer), fostering interest and confidence.
-
Implementation Steps and Key Technologies:
- Design a narrative framework spanning fantasy, modern superhero, and sci-fi themes to create an immersive learning experience.
- Use BBC Micro:Bit microcontrollers and programmable hardware (LEDs, servo motors) for wearable device design.
- Train facilitators to assist with curriculum implementation and build a supportive learning community through role-playing.
- Combine academic concepts (e.g., sensor usage, iterative design) with hands-on making through narrative-driven tasks.
Research Outcomes
-
Specific Outcomes:
- Across four summer camps, 45 participants (primarily girls aged 10–14) reported significant increases in STEAM interest, confidence, and technical skills.
- Survey results indicated a marked increase in participants' interest in pursuing programming-related careers in the future.
- The camp effectively fostered a sense of community and collaboration, with stronger team bonds and social support observed.
-
Advantages Compared to Existing Solutions:
- Offers a more engaging and inclusive teaching format than traditional STEAM education.
- Combines crafts with technology, making the acquisition of STEAM skills more culturally resonant and creative.
- The inclusion of LARP effectively motivated participants while creating a safe environment for experimentation and failure.
-
Experimental or Evaluation Results:
- Survey data showed that participants' confidence scores increased significantly from an average of 2.73 before the camp to 3.27 after the camp (out of 5), with statistical significance (p<0.001).
- Other indicators reflecting interest, such as plans for further technical learning, also showed significant improvement.
- Interviews and observations revealed that participants formed close community connections, developed collaboration skills, and shared resources and support during the process.
-
Limitations and Future Directions:
- Limitations:
- Due to COVID-19 restrictions, the design process had to be conducted remotely, leading to incomplete assumptions about space and participants.
- Mixed groups of girls and non-gender-specific students occasionally disrupted community formation.
- Data collection methods needed adaptation, as full video recording or more intensive interviews were not permitted.
- Future Directions:
- Develop "Camp-in-a-box" modules to enable more educators to implement the curriculum independently.
- Optimize facilitator training materials to reduce the skill requirements for implementers.
- Expand to broader gender and cultural groups to achieve more comprehensive inclusivity.
- Limitations:
Conclusion
By integrating the creation and programming of social wearable devices with LARP into STEAM education, the "Social Wearable Edu-LARP" curriculum demonstrates the potential of enhancing interest in STEAM through narrative and hands-on activities. The iterative design approach helped the authors optimize the curriculum structure and improve educational outcomes. This research not only proposes a new possibility for STEAM education but also provides practical methods for building inclusive communities in diverse learning groups.
Research Questions / Practical Problems
Question signals indexed for this paper.
Research Questions
3- Can STEAM education combining e-textiles and role-play enhance middle school students' interest and confidence in technology?Category: XR Teaching and Skill TrainingSimilar questionsarrow_forward
- How do narrative-driven tasks affect engagement and diversity in middle school STEAM education?Category: XR Teaching and Skill TrainingSimilar questionsarrow_forward
- Can incorporating LARP create a more inclusive STEAM learning environment for girls?Category: XR Teaching and Skill TrainingSimilar questionsarrow_forward
Practical Problems
1- Girls lose interest in technology learning in middle school and lack inclusive STEAM education approaches.Category: XR Teaching and Skill TrainingSimilar questionsarrow_forward
- 80%
A Badge, Not a Barrier: Designing for–and Throughout–Digital Badge Implementation
CHI '19· Special Education Technology +1
- 80%
Co-Designing with Early Adolescents: Understanding Perceptions of and Design Considerations for Tech-Based Mediation Strategies that Promote Technology Disengagement
CHI '23· Special Education Technology +1
- 67%
P2PSTORY: Dataset of Children as Storytellers and Listeners in Peer-to-Peer Interactions
CHI '18· STEM Education & Science Communication +2
- 67%
Play-Based Design: Giving 3- to 4-Year-Old Children a Voice in the Design Process
CHI '20· Early Childhood Education Technology +2
- 67%
Growing With the Condition: Co-Designing Pediatric Technologies that Adapt Across Developmental Stages
CHI '26· Special Education Technology +1
- 67%
Tangible Interaction for Children’s Creative Learning: A Review
C&C '22· STEM Education & Science Communication +1
- 67%
Design for change with and for children: how to design Digital StoryTelling tool to raise stereotypes awareness.
DIS '20· STEM Education & Science Communication +1
Based on Jaccard similarity of research subtopics & professions (≥60%)