Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Benefits of a Tangible Interface for Collaborative Learning and Interaction
IEEE Transactions on Learning Technologies
Phylo-Genie: engaging students in collaborative 'tree-thinking' through tabletop techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
WALDEN: multi-surface multi-touch simulation of climate change and species loss in thoreau's woods
Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces
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In this paper I discuss the lessons learnt from designing learning environments for science education. More specifically, I describe four projects I designed and (or) evaluated: Walden, a multi-touch multi-displays for informal science education; the Tinker Table, a Tangible User Interface for students in logistics; Phylo-Genie, a learning scenario for collaborative learning of phylogenetics; and finally BrainExplorer, a pen-based tabletop environment that enables direct interaction with a small-scale brain. I summarize my findings by defining 3 ways in which technology can enhance knowledge building for inquiry-based learning: via a "Representational Effect", by providing rich interaction techniques and by preparing for future learning.