Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Digital manipulatives: new toys to think with
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
curlybot: designing a new class of computational toys
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Tangible programming elements for young children
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2003 conference on Interaction design and children
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Kinetic sketchup: motion prototyping in the tangible design process
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
State machines are child's play: observing children ages 9 to 11 playing Escape Machine
Proceedings of the 8th International Conference on Interaction Design and Children
Putting the physical into the digital: issues in designing hybrid interactive surfaces
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
An empirical evaluation of touch and tangible interfaces for tabletop displays
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Informing design for tangible interaction: a case for children with learning difficulties
Proceedings of the 9th International Conference on Interaction Design and Children
Personal and Ubiquitous Computing
Tangibles for students with intellectual disabilities
Proceedings of the 11th International Conference on Interaction Design and Children
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What issues arise when designing and deploying tangibles for learning in long term evaluations? This paper reports on a series of studies in which the Topobo system, a 3D tangible construction kit with the ability to record and playback motion, was provided to educators and designers to use over extended periods of time in the context of their day-to-day work. Tangibles for learning - like all educational materials - must be evaluated in relation both to the student and the teacher, but most studies of tangibles for learning focus on the student as user. Here, we focus on the conception of the educator, and their use of the tangible interface in the absence of an inventor or HCI researcher. The results of this study identify design and pedagogical issues that arise in response to distribution of a tangible for learning in different educational environments.