Tangible Computing in Education
Our group is interested in the potential of tangible interfaces in educational environments. Physical manipulatives are used in classrooms to help children develop conceptual information. For example, children work with base 10 blocks to learn about counting, adding, and subtracting numbers in base 10. However, with one teacher in each classroom, students often work with manipulatives in an unsupervised environment where they can develop misconceptions about the educational content. According to proponents of educational software, one manner in which to improve student learning is to provide students with personalized tutors through the use of educational software. Although educational software promises to curb misconceptions by providing students with real time, accurate feedback and guidance, educational software does not provide the physical manipulations needed for concrete learning. Tangible computing combines the best of both worlds: real time feedback and guidance for each student AND tangible manipulatives that have been an important part of learning for centuries.

