The design of children's technology
The design of children's technology
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Technology in Action
Emerging frameworks for tangible user interfaces
IBM Systems Journal
Towards a new set of ideals: consequences of the practice turn in tangible interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Wii can do it: using co-design for creating an instructional game
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Action and representation in tangible systems: implications for design of learning interactions
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Phylo-Genie: engaging students in collaborative 'tree-thinking' through tabletop techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sciensations: making sense of science by designing with sensors
Proceedings of the 11th International Conference on Interaction Design and Children
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In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.