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manipulation greatly improves comprehension (Glenberg 2010 ; Glenberg et al.
2011 ) and that digital manipulatives have the potential to expand the range of
concepts that children understand (O'Malley and Fraser 2005 ; Zuckerman et al.
2005 ), promoting peer collaboration and negotiation (Hornecker 2005 ; Hornecker
and Buur 2006 ; Zuckerman et al. 2005 ) and particularly supporting exploratory and
expressive learning activities (Marshall 2007 ).
Zaman et al. ( 2012 : 368) summarise the affordances of digital manipulatives as
follows:
￿
Specifi city of input devices, which reduces modality on the interface
￿
Improved accessibility of the interaction, building on everyday skills and experi-
ences of the physical world
￿
Employment of bimanual and haptic interaction skills
￿
Facilitation of spatial tasks through the inherent spatiality of TUIs
￿
Tight coupling of control of the physical object and the manipulation of its digi-
tal representation
Resnick and colleagues ( 2005 ; Resnick and Silverman 2005 ) suggest Design
Principles for Tools to Support Creative Thinking , placing the emphasis on promot-
ing exploration and creativity:
￿ Support exploration
￿ Low threshold, high ceiling and wide walls
￿ Support many paths and many styles
￿ Support collaboration
￿ Support open interchange
￿ Make it as simple as possible - and maybe even simpler
￿ Choose black boxes carefully
￿ Invent things that you would want to use yourself
￿ Balance user suggestions, with observation and participatory processes
￿ Iterate, iterate - then iterate again
￿
Design for designers
12.3
Exploring the Design of Digital Manipulatives
with Children
Previous research has shown that one of the most effective ways of designing child-
centred technology is to involve children in the design process. In fact, children's
participation in the evaluation of technology goes back to the 1970s, where children
were involved as users in the development of new technology (Papert 1977 ). Today
this is a common practice, and based on the relation that children and the research
team have, as well as the stage at which children integrate the design process,
children can be users, testers, informants or design partners (Druin 1999 , 2002 ).
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