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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 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)
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)
Linking physical perception and computer science in education offers new possibilities to comprehend the present world and develop coping skills. We show that a specific exposure to computers in schools can contribute to an understanding of our complex world. It shows how digital , interactive media can increase our perception of our immediate surroundings(More)
Developers of educational material like web-based training and online courses face well known aspects of classic software development processes: Reusability of course units; Supporting cooperation and resource sharing between the members of the design process, like content authors, designers, multimedia producers and quality managers and Quality management.(More)
Although multimedia computers are becoming widespread in the consumer market, little research has been undertaken into the computer as a shapeable medium based on an understanding of algorithms. Most educational research was focused on the computer simply as a tool or a resource for archiving data. The paper looks at a new interdisciplinary approach(More)
Lifelong learning denotes learning as a process, which continues after leaving school. This perspective has a far-reaching influence on conceptual design models of educational software. It regards learning as one aspect of work and opens the way to including concepts from industrial psychology into software design. This paper will discuss factors(More)