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Learning is an active, constructive and collaborative process, where people construct knowledge from their experiences in the world. People construct new knowledge with particular effectiveness when they engage in constructing personally meaningful products, that is meaningful to themselves or to others around them. The construction of knowledge from(More)
In this paper, we describe the use of Tangicons, nonelectronic physical programming cubes for kindergarten and first grade children. Tangicons have been developed with the help of kindergarten children during various sessions of observing, playing and talking to them. Most tangible computing environments are too complex for young children. We developed an(More)
Learning is an active, constructive and collaborative process, where people construct know ledge from their experiences in the world. Especially children need to learn through their senses and through physical activity. However, there are few experiental learning environments for school children available, which involve the senses and physical activity.(More)
In this paper, we present Moles and Mini Moles, a combination of learning software tools that serve in bridging the gap between inside and outside classroom learning experiences. Secondary school students use these tools for hypothesizing, transferring, and testing lessons learned in the classroom into their physical environment. In particular, students use(More)
The present paper focuses on bridging the gap between inside and outside classroom learning experiences. We present Moles and Mini Moles, a learning software tools system specifically designed to serve this purpose. Secondary school students use these tools for hypothesizing, gathering, and transferring information learned within the classroom and testing(More)
In this paper we present Tangicons 3.0, an educational game for children between the ages of 6 and 9. Tangicons foster algorithmic construction and reasoning as well as discussions among the players. In contradiction to other collaborative educational games Tangicons intend to avoid competition between children in favor for a strictly collaborative process.(More)
This paper describes a framework with organizational and operating concepts for the management, i.e. supervision and control of complex dynamic systems (processes), like networks, factories, power plants or transport systems. This kind of system operation has also been called supervisory control [Sheridan1987,Rasmussen1984]. All of these applications are(More)
This contribution describes a framework with organizational and operating concepts for the management, i.e. supervision and control of complex dynamic systems (processes), like networks, factories, power plants or transport systems. This kind of system operation has also been called supervisory control [10], [15]. These applications are characterized by a(More)
Learning is an active, constructive and collaborative process, where people construct knowledge from their experiences in the world. Especially children need to learn through their senses and through physical activity. However, there are few experiental learning environments for school children available, which involve the senses and physical activity.(More)