| Tangible programming and informal science learning: making TUIs work for museums |
| Full text |
Pdf
(1.48 MB)
|
| Source
|
Interaction Design and Children
archive
Proceedings of the 7th international conference on Interaction design and children
table of contents
Chicago, Illinois
Pages: 194-201
Year of Publication: 2008
ISBN:978-1-59593-994-4
|
|
Authors
|
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 5, Downloads (12 Months): 99, Citation Count: 3
|
|
|
ABSTRACT
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve many of the benefits of tangible interaction for informal science learning while remaining cost-effective and reliable.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
Science is an Activity, Boston Museum of Science, Boston, MA, 2001. http://www.mos.org/exhibitdevelopment/pdf/ScienceIsAnActivity.pdf
|
| |
2
|
Allen, S. Designs for Learning: Studying Science Museum Exhibits That Do More Than Entertain. Science Education, 88 (S1), Wiley Periodicals (2004), S17--S33.
|
| |
3
|
Ansel, J. Real, Simple and New. Informal Learning Review, November-December (63), Informal Science Inc. (2003).
|
| |
4
|
Heath, C., vom Lehn, D., Osborne, J. Interaction and interactives: collaboration and participation with computer-based exhibits. Public Understanding of Science 14, Sage Publications (2005), 19--101.
|
| |
5
|
Horn, M. TopCode: Tangible Object Placement Codes. http://hci.cs.tufts.edu/topcodes/
|
 |
6
|
|
 |
7
|
|
 |
8
|
|
| |
9
|
Humphrey, T. and Gutwill, J. P. Fostering Active Prolonged Engagement: The art of creating APE exhibits. Exploratorium, (2005).
|
| |
10
|
|
| |
11
|
Resnick, M. Sowing the seeds for a more creative society. Learning and Leading with Technology, International Society for Technology in Education (2007), 18--22.
|
 |
12
|
|
| |
13
|
Serrell, B. Exhibit Labels: An Interpretive Approach. AltaMira Press (1996).
|
 |
14
|
|
 |
15
|
|
 |
16
|
Su Zheng , Adrian Bromage , Martin Adam , Stephen AR Scrivener, Surprising creativity: a cognitive framework for interactive exhibits designed for children, Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition, June 13-15, 2007, Washington, DC, USA
[doi> 10.1145/1254960.1254964]
|
| |
17
|
|
CITED BY 3
|
|
|
|
|
|
|
|
Michael S. Horn , Erin Treacy Solovey , R. Jordan Crouser , Robert J.K. Jacob, Comparing the use of tangible and graphical programming languages for informal science education, Proceedings of the 27th international conference on Human factors in computing systems, April 04-09, 2009, Boston, MA, USA
|
|