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Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences.

, , , , , , , , and . IEEE Trans. Learn. Technol., 11 (1): 96-106 (2018)

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Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences., , , , , , , , and . IEEE Trans. Learn. Technol., 11 (1): 96-106 (2018)Game as life --- life as game., , , , and . IDC, page 272-273. ACM, (2009)Human-robot interactions to promote play and learning., , , , , and . IDC, page 280-281. ACM, (2009)Pendaphonics: a tangible pendulum-based sonic interaction experience., , , and . TEI, page 153-160. ACM, (2009)Pendaphonics: an engaging tangible pendulum-based sonic interaction experience., , , , , and . IDC, page 286-288. ACM, (2009)Sprock-it: a physically interactive play system., , , and . IDC, page 125-128. ACM, (2007)Pendaphonics., , , , and . NIME, page 339. nime.org, (2009)Slow computing gifts (abstract only)., and . TEI, page 376. ACM, (2010)Fostering early literacy skills in children's libraries: opportunities for embodied cognition and tangible technologies., , and . IDC, page 50-59. ACM, (2012)Integrating video games and robotic play in physical environments., , , , and . Sandbox@SIGGRAPH, page 107-114. ACM, (2008)