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16 - Tangible and Full-Body Interfaces in Learning

from Part III - Grounding Technology in the Learning Sciences

Published online by Cambridge University Press:  14 March 2022

R. Keith Sawyer
Affiliation:
University of North Carolina, Chapel Hill
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Summary

This chapter builds on growing trends such as the maker movement, programmable children’s toys like LEGO Mindstorms, and gaming consoles with movement sensors like the Nintendo Wii and the Microsoft Kinect. These technologies include fabrication and construction technologies such as 3D printers, laser cutters, and milling machines; embedded computing where small computational devices – such as motion sensors or LED lights – are inserted into physical artifacts; novel materials such as conductive threads or materials with shape memory; optics and tracking with cameras and GPS position sensing. In recent years, computing technologies have increased in power, decreased in cost, and become dramatically smaller. These features enable wearable devices that can be integrated with children’s crafts, tools, and playgrounds. The chapter reviews technologies including virtual reality, body augmentation, programmable toys like LEGO Mindstorms, and manipulatives that are responsive to body movement.

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Publisher: Cambridge University Press
Print publication year: 2022

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