Tangible and Embodied Interactions for Learning
Tangible and Embodied Interactions for Learning
复制标题
有形和具体的学习互动
DOI:
10.1007/978-94-007-6165-0_392-1
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发表时间:
2015
影响因子:
0.5
通讯作者:
J. Slotta
中科院分区:
文献类型:
--
作者:
J. Slotta
R. Gunstone (ed.), Encyclopedia of Science Education, DOI # Springer Science+Business Media Dordrecht 2015 physical interactive machines (e.g., robots, motorized cars, motion detectors, and various other simple digital transducers). Related efforts, using simple programming languages such as Squeak and Scratch, have enabled even young children to create software applications that control or coordinate such devices. For example, students could use Scratch language to program a computer-simulated race car and track, then build a real steering wheel using a paper plate that controls the race car by physically turning the wheel. Public interest has grown rapidly in such technologies, with students and citizens of all ages inspired to create compelling new forms of interaction with their physical or virtual environments. Active communities of “makers” have grown, fueled by “maker fairs” (conventions of enthusiasts), hackathons (an event where designers and developers come together and work on a shared project, such as software development for an educational purpose), and online exchange sites. Increasingly accessible hardware products have emerged, like the Arduino microprocessor kit and Makerbot 3D printer, which facilitate design and development efforts within these creative communities. In 2014, Thingiverse, an online maker portal, has over 50,000 opensource, user-contributed projects, illustrating the vibrant, active, and social nature of maker communities. This entry describes three forms of technology applications that hold great promise for science education: (i) embodied interactions