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Use of tangible learning in stem education

Published: 28 November 2016 Publication History
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  • Abstract

    Tangible Learning explores the use of tangible media integrated with mobile technology to enhance engagement and mobility for STEM education with children. Tangible Learning allows users to experience and understand thinking processes such as design thinking and computational thinking through rapid prototyping with tangible media, which is then translated into digital format on the mobile applications for direct feedback and testing of their prototype. This significantly widens the accessibility for younger age groups. The use of tangible media also encourages collaborative creation and learning of children as compared to when only the mobile application is used. Lastly, we will also take a look at one of the existing products in the market and how it has been successfully brought into the classrooms and view the creations of children who attended the session.

    References

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    Anonymous, 2014. K-12 Mobile adoption on the rise. https://www.edsurge.com/news/2014-05-30-k-12-mobile-adoption-on-the-rise.
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    Billinghurst, M., Kato. H., and Poupyrev, I. 2001. MagicBook: Transitioning between reality and virtuality.
    [3]
    Cohn, C. 2016. How - and Why - We can improve the future of mobile learning. https://www.edsurge.com/news/2016-07-09-how-and-why-we-can-improve-the-future-of-mobile-learning
    [4]
    Rogers, Y., Scaife, M., Gabrielli, S., Smith, H., Harris, E. 2002. A conceptual framework for mixed reality environments: Design novel learning activities for young children. Interact Lab - COGS, University of Sussex.
    [5]
    Willcott, J. 2016. Why I still believe in the iPad's positive impact on classrooms. https://www.edsurge.com/news/2016-07-07-why-i-still-believe-in-the-ipad-s-positive-impact-on-classrooms
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    Zünd, F., Ryffel, M., Magnenat, S., Marra, A., Nitti, M., Kapadia, M., Noris, G., Mitchell, K., Gross, M., Summer, R.W. 2015. Augmented Creativity: Bridging the real and virtual worlds to enhance creative play.

    Cited By

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    • (2022)Designing Tangible as an Orchestration Tool for Collaborative ActivitiesMultimodal Technologies and Interaction10.3390/mti60500306:5(30)Online publication date: 19-Apr-2022
    • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
    • (2021)Tangible Interaction for Children’s Creative Learning: A ReviewProceedings of the 13th Conference on Creativity and Cognition10.1145/3450741.3465262(1-14)Online publication date: 22-Jun-2021
    • Show More Cited By

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    1. Use of tangible learning in stem education

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      cover image ACM Conferences
      SA '16: SIGGRAPH ASIA 2016 Mobile Graphics and Interactive Applications
      November 2016
      76 pages
      ISBN:9781450345514
      DOI:10.1145/2999508
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 28 November 2016

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      Author Tags

      1. game design
      2. mobile
      3. tangible media

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      SA '16
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      SA '16: SIGGRAPH Asia 2016
      December 5 - 8, 2016
      Macau

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      Overall Acceptance Rate 178 of 869 submissions, 20%

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      Cited By

      View all
      • (2022)Designing Tangible as an Orchestration Tool for Collaborative ActivitiesMultimodal Technologies and Interaction10.3390/mti60500306:5(30)Online publication date: 19-Apr-2022
      • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
      • (2021)Tangible Interaction for Children’s Creative Learning: A ReviewProceedings of the 13th Conference on Creativity and Cognition10.1145/3450741.3465262(1-14)Online publication date: 22-Jun-2021
      • (2021)Instrumentation, Implementation and Tools in STEM - STEAM Education: A Systematic Literature ReviewTrends and Applications in Information Systems and Technologies10.1007/978-3-030-72660-7_18(183-194)Online publication date: 29-Mar-2021
      • (2020)PuzMap: Designing a Multi-sensory Puzzle Map for Children to Learn GeographyDistributed, Ambient and Pervasive Interactions10.1007/978-3-030-50344-4_49(677-688)Online publication date: 10-Jul-2020
      • (2019)A Creative Game Design and Programming AppProceedings of the 12th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3359566.3360056(1-6)Online publication date: 28-Oct-2019

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