Abstract

Although tangible user interfaces have gained recent popularity in research, their impact on certain types of learning has not been studied extensively; therefore the effects of their use are not fully understood yet. This paper discusses a classification of tangible user interfaces for learning and the design of a study which looked at how two different tangible objects in a tangible user interface affect motor skill learning. The study compared motor skill learning in two conditions, one of which featured a tangible object whose shape was manipulated in order to resemble a real life object. The hypothesis was that the participants using a tangible object more similar to a real life object would achieve higher competence in a motor skill than the participants using a tangible object less similar to a real life object. This paper summarizes the current state of the data analysis stage of the study, as well as plans for future work.

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