Kristina You is a multidisciplinary designer based in New York, NY and a recent graduate from the ITP Program at NYU. Her practice focuses on UI/UX, interaction design, print design, and brand development.


︎︎︎Tangible Electronics for Teaching and Learning

Week 1 Assignment





1. Reading Responses

“Behaviorism, Cognitivism, Constructivism” by Peggy A. Ertmer and Timonthy J. Newby:

As someone who was new to theories of cognitive learning, this was an interesting article to introduce the basic concepts and theories of learning. I enjoyed the fact that throughout the article the authors introduce different theoretical approaches to learning but also keeps reminding the reader of how a certain approach to learning might affect the way instructions should be designed if the theory was true. This article presents many different theories to the learning process that are all slightly different from each other and what triggers an indivdual to absorb information and ‘learn’. Despite the discrepencies in each theory and the fact that each theory was accepted most at certain points in history I thought that each theory had showcased a valid reasoning and no theory was ‘wrong’ especially because different people learn in different ways. 



2.Video Review

   
 I thought the concept for these Google Project Bloks was very clever and interesting and especially appreciated the intuitive, modular system catered to children’s learning abilities. I think that an important part f this was also the fact that the buttons and switches that could be attached to the boards was that there were very recognizable signifiers such as an on and off switch or a volume notch that even young children are able to recognize and operate. As an adult who is learning about technology I think the concept for this project is amazing and easy to understand but I would be interested in seeing how children would react to this product and what the learning curve would be as well. As a child I was afraid to approach the ideo of programming or manipulating machines but this would definitely lower the entry point for learners to start at easier levels of programming. 




3. Inspiration

Plugo Count: 

This interactive game offers games and storytelling as a way for children to learn the fundamentals of math and numbers. The tangible interactive element allows them to use the raings to communicate with the characters on the screen as they present problems and navigate through the story. The device for this program is designed to recognize the rings through the camera and react accordingly. I think that this specific product is innovative because not only does it use tangible learning methods but also incorporates storytelling and games to engage the learners with the learning process. 







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Last Updated:  April 9, 2023
kristinayou00@gmail.com