The Technology, Learning, & Cognition Lab investigates how technology affects the learning process via rigorous experimental investigations guided by theory and a critical approach to the deployment of commercial technologies in homes and schools. Our work spans diverse technologies, including video games, educational apps, AI-powered digital assistants, and 3D printing, to examine their effect on learners' understanding, engagement, and attitudes towards learning. Our work leverages collaborations with industry (e.g., Ubisoft, Ululab) and educational partners (e.g., Unesco, EdTeq Quebec) to ensure all learners benefit.
Our new Multimodal Evidence Hub expands what we can study by allowing us to capture multiple forms of evidence as learning happens. Using measures of attention, emotion, behaviour, interaction, and learning, we can examine not only whether a technology works, but how learners experience it, where difficulties arise, and which features support learning.
Our new Multimodal Evidence Hub expands what we can study by allowing us to capture multiple forms of evidence as learning happens. Using measures of attention, emotion, behaviour, interaction, and learning, we can examine not only whether a technology works, but how learners experience it, where difficulties arise, and which features support learning.
Our research asks:
-How do children use, think about, and learn from AI?
-How to evaluate the efficacy, effectiveness, and equity of EdTech?
-How do parents and teachers select effective educational apps, and what features matter most?
-Can 3D printing facilitate self-directed learning for teens?
-How game-based curriculums can support teachers and how game design influences problem-solving in digital mathematics games.
-What can multimodal evidence tell us about what happens while people learn with technology?
By understanding how different technologies affect learning, we aim to develop evidence-based guidelines for creating and implementing impactful educational tools.
-How do children use, think about, and learn from AI?
-How to evaluate the efficacy, effectiveness, and equity of EdTech?
-How do parents and teachers select effective educational apps, and what features matter most?
-Can 3D printing facilitate self-directed learning for teens?
-How game-based curriculums can support teachers and how game design influences problem-solving in digital mathematics games.
-What can multimodal evidence tell us about what happens while people learn with technology?
By understanding how different technologies affect learning, we aim to develop evidence-based guidelines for creating and implementing impactful educational tools.
The lab is accepting new volunteers and students.