Use of tangible learning in stem education

Kian Teck Lee · 2016

Tangible Learning explores the use of tangible media integrated with mobile technology to enhance engagement and mobility for STEM education with children. Tangible Learning allows users to experience and understand thinking processes such as design thinking and computational thinking through rapid prototyping with tangible media, which is then translated into digital format on the mobile applications for direct feedback and testing of their prototype. This significantly widens the accessibility for younger age groups. The use of tangible media also encourages collaborative creation and learning of children as compared to when only the mobile application is used. Lastly, we will also take a look at one of the existing products in the market and how it has been successfully brought into the classrooms and view the creations of children who attended the session.

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