This technology includes apps that when used, contribute data for researchers or governmental institutions. Providing the individual’s data is necessary for creating the bigger picture of a problem field by adding volume and/or diversity. Therefore, the use of citizen science technology increases local knowledge, co-responsibility, and the experience of being part of a larger knowledge community which often is associated with social issues (Wals et al., 2014; Lyons et al., 2017). An example of an app in this category is iNaturalist.
These technologies serve as reference works, where you obtain information about various natural phenomena while you’re outdoors in nature. Some of the technologies are digitized reference works which also can be found as books, while others offer completely new features that exceed a books functionality, by presenting the knowledge through other modalities. An example of this Star Walk 2.
These technologies help determine natural phenomena on site such as mushrooms, with the intention that they can be taken home and prepared. The use of these technologies therefore supports skills in nature that go beyond mere determination of and acquisition of knowledge about natural phenomena. This skill includes a closer connection to nature through the understanding of location and taste buds. An example of this is apps about mushrooms.
These technologies mainly target playing and competing. Many of the technologies sustain virtual universes, that are populated with monsters and beasts, who must either be fought or captured. Others allow you to follow waypoints in chosen locations, while you compete with others. An example of this is Jurassic World Alive.
This category is linked to physical locations. For instance, these technologies show routes, activities, guides and information about specific places in Denmark. Therefore, they often support mediating of culture and nature, and consequently local knowledge and academic purposes at the same time. An example is national parks and museums apps for outdoor use.
This category includes 'multifunctional' apps that can be used for creative activities in nature with technology. However, the technologies are not specifically linked to nature. Accordingly, they support a type of digitalized learning, where nature and outdoor experiences can be replaced by other places and experiences. Some examples are camera and video apps, and Book creator.
This category contains types of technologies that resemble digital measuring tools and therefore can replace the corresponding actual tool. These technologies are 'handy' versions that utilize the digitalized and space-saving format, which is accessed through smart technology. An example is Magnifier & Microscope.
This category contains a heterogeneous group of technologies that are based on subscriptions through e.g. educational institutions or municipalities. They are generally not used privately. Several of them focus on movement and some on functions, that are meant to support or evaluate scholastic purposes, for example, integrated in the structure of a race.
This category includes types of independent technologies, that generally are compatible with Smart Technology solutions. In other words, they have memory functions and camera features that make sharing possible, and therefore act together with smartphones and tablets in outdoor nature experiences. Examples are; Easy Scopes, Snake Scopes, Data Loggers.