Tangible and Embodied Interactions for Learning

Tangible and Embodied Interactions for Learning
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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
期刊:
影响因子:
0.5
通讯作者:
J. Slotta
J. Slotta
中科院分区:
--
文献类型:
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作者:
J. Slotta

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R. Gunstone(编),科学教育百科全书,DOI # b施普林格科学+商业媒体多德雷赫特2015物理交互机器(例如,机器人,机动汽车,运动探测器和各种其他简单的数字传感器)。通过使用Squeak和Scratch等简单的编程语言,相关的努力已经使甚至很小的孩子都能创建控制或协调这些设备的软件应用程序。例如,学生可以使用Scratch语言编写计算机模拟赛车和赛道的程序,然后用纸盘制作一个真正的方向盘,通过物理转动方向盘来控制赛车。公众对这些技术的兴趣迅速增长,各个年龄段的学生和公民都受到启发,想要创造出与他们的物理或虚拟环境互动的引人注目的新形式。活跃的“创客”社区在“创客博览会”(发烧友的会议)、黑客马拉松(设计师和开发人员聚在一起共同完成一个项目的活动,比如以教育为目的的软件开发)和在线交流网站的推动下不断壮大。越来越多的硬件产品出现了,比如Arduino微处理器套件和Makerbot 3D打印机,它们促进了这些创意社区的设计和开发工作。2014年,在线创客门户网站Thingiverse拥有超过5万个开源、用户贡献的项目,展示了创客社区充满活力、活跃和社交的本质。本条目描述了三种形式的技术应用,对科学教育有很大的希望:(i)具体的互动
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