Enhancing a Tangible Tabletop with Embedded-Technology Objects for Experiencing Deep Time
Resumo
Abstract concepts are harder to understand because they do not provide a direct sensory reference as concrete concepts do. Tangible interfaces have been shown benefits to facilitate the learning of such concepts through the manipulation of physical objects. In this work, we investigate the use of TangiTime, an educational exhibit designed and constructed as a tangible tabletop enhanced with embedded-technology objects to explore the concept of deep time. In particular, we were interested in the role of embedded-technology objects to support engagement and learning. We describe the TangiTime design process and artifacts implementation. Also, we present the context in which the exhibit was put into usage and results. Our results indicate that interaction with embedded-technology objects creates new ways of experiencing tangible tabletops and more engagement with the theme of the exhibit.
Referências
De Raffaele, C., Smith, S. and Gemikonakli, O. (2018) “An Active Tangible User Interface Framework for Teaching and Learning Artificial Intelligence”. In Intelligent Visualization and Smart Environments.
Dillenbourg, P., and Evans, M. (2011) “Interactive tabletops in education”. In Computer-Supported Collaborative Learning, pages 6:491–514.
Francisco, W. (2019) “"Eras Geológicas”. https://brasilescola.uol.com.br/geografia/eras-geologicas.htm, July.
Dalrymple, G. Brent. (2001) The age of the earth in the twentieth century: a problem (mostly) solved. Geological Society, London, Special Publications, 190:205–221, 2001.
Hayashi, E.C.S., Posada, J.E.G., Maike, V.R.M.L., and Baranauskas, M.C.C. (2016) “Exploring new formats of the self-assessment manikin in the design with children”. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems, pages 27:1–27:10.
Ishii, H. (2008) “Tangible Bits: Beyond Pixels”. In Proceedings of the Second International Conference on Tangible and Embedded Interaction (TEI'08).
Kaltenbrunner, M. and Bencina, R. (2007) “reacTIVision: A Computer-Vision Framework for Table- Based Tangible Interaction”. In INTEGRATING THE VIRTUAL AND THE PHYSICAL.
Loparev, A., Westendorf, L., Flemings, M., Cho, J., Littrell, R., Scholze, A. and Shaer, O. (2017) “BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design”. In Making Science Tangible.
Ma, J., Sindorf, L., Liao, I. and Frazier, J. (2015) “Using a Tangible versus a Multi-touch Graphical User Interface to Support Data Exploration at a Museum Exhibit”.
Morita, Y. and Setozaki, N. (2017) “Learning by Tangible Learning System in Science Class”.
Schneider, B. and Blikstein, P. (2016) “Flipping the Flipped Classroom: A Study of the Effectiveness of Video Lectures Versus Constructivist Exploration Using Tangible User Interfaces”.
Schneider, B., Jermann, P., Zufferey, G., and Dillenbourg, P. (2011) “Benefits of a Tangible Interface for Collaborative Learning and Interaction”.
Schwanenflugel, P. J. (2013) “Why are abstract concepts hard to understand?”.