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Analyzing Experiences with Active Objects in Interaction-Based Educational Activities

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Published:25 June 2019Publication History

ABSTRACT

In this paper, some use cases of active objects in educational activities with tangible interaction (TI) are reviewed. As part of this review, several criteria are defined to characterize and compare the experiences being analyzed. These criteria are focused on the possibilities for active objects within the educational experience with TI. Criteria were grouped into 4 categories: A) overviews, B) TI-related aspects, C) tangible user interface (TUI) design-related aspects, and D) educational and methodological aspects. The relations between the categories proposed are analyzed, and the results show that the use of active objects helps develop new learning experiences, taking advantage of visual, auditory, and haptic feedback, and encourages students to participate in activities.

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  1. Analyzing Experiences with Active Objects in Interaction-Based Educational Activities

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    • Published in

      cover image ACM Other conferences
      Interacción '19: Proceedings of the XX International Conference on Human Computer Interaction
      June 2019
      296 pages
      ISBN:9781450371766
      DOI:10.1145/3335595

      Copyright © 2019 Owner/Author

      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: 25 June 2019

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      Interacción '19 Paper Acceptance Rate62of90submissions,69%Overall Acceptance Rate109of163submissions,67%
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