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Microcontroller-based toolkits and physical computing devices have been used in educational settings for many years for robotics, environmental sensing, scientific experimentation, and interactive art. Based on a historical analysis of the development of these devices, this study examines the design principles underlying the several available platforms for physical computing and presents a framework to analyze various platforms and their use in education. Given the now widespread use of these devices among children and their long history in the field, a historical review and analysis of this technology would be useful for interaction designers.
Paulo Blikstein (Mon,) studied this question.
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