Digital manipulatives: new toys to think with
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
GoGo board: augmenting programmable bricks for economically challenged audiences
ICLS '04 Proceedings of the 6th international conference on Learning sciences
ICALT '06 Proceedings of the Sixth IEEE International Conference on Advanced Learning Technologies
Learning from interactive museum installations about interaction design for public settings
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The TeeBoard: an education-friendly construction platform for e-textiles and wearable computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Comparing the use of tangible and graphical programming languages for informal science education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EduWear: smart textiles as ways of relating computing technology to everyday life
Proceedings of the 8th International Conference on Interaction Design and Children
Sculpting behavior: a tangible language for hands-on play and learning
Sculpting behavior: a tangible language for hands-on play and learning
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Real-world learning environments are complex and often chaotic places. Teachers in classrooms must learn to balance the needs of anywhere from 15 to 30 students at a time with the demands of curriculum and the constraints of a regimented school day. In non-school environments such as science museums, the challenge is different. Program developers and exhibit designers must work without the structure and guidance provided by teachers and curriculum, devising activities and exhibits that engage a diverse audience and promote self-guided learning. For educators, the decision to incorporate computational learning activities in these setting can be fraught with risk (AAUW, 2000; Cuban, 2001). Teachers may feel a sense of loss of control and self-doubt about their own proficiency with technology (AAUW, 2000), and desktop computers, designed primarily as single-user productivity tools for businesses, can be less than ideal for many educational applications (Scott, Mandryk, & Inkpen, 2003). Likewise, in museums, although computer-based exhibits can be very engaging for individual visitors, they are often detrimental to the interactions of social groups as a whole (e.g. Hornecker & Stifter, 2006). For the past four years I have been exploring the potential of tangible interaction to address these issues. Here I briefly describe some of this work in both formal and informal educational settings. I conclude with a brief argument for a focus on creating hybrid tangible interfaces that combine tangible and graphical interaction into a single system, thus giving users the freedom to select an input modality to meet their current needs or preferences.