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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Index Terms
- Analyzing Experiences with Active Objects in Interaction-Based Educational Activities
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