Chapter 5 - Learning and Thinking with Things

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Across
  1. 1. recognizing or adding to our collection of patterns
  2. 5. physical learning
  3. 10. generally the incubation period from invention in a laboratory to commercial product
  4. 11. an oxymoron?
  5. 12. a visual process management system that tells what to produce, when to produce it, and how much to produce inspired by the Toyota Production System
  6. 14. A simple app to teach fractions using hand-eye coordination
  7. 15. a touchscreen technology that uses electrostatic impulses to create the sensation of different textures
Down
  1. 2. how human learn through cause and effect
  2. 3. amazing incubators for what's next in technology, spaces that are both tangible and take advantage of digital interactions
  3. 4. developed a method of learning through tangible interactions dating back to the late 1800s
  4. 6. where physical objects are interfaced with computers
  5. 7. a multidisciplinary design and invention studio based in London
  6. 8. a game that teaches sixth graders fundamental principles in physics and aerodynamics
  7. 9. describes the act of seamlessly coupling the dual world of digital bits and atoms by giving physical form to digital information, creating objects that can change shape
  8. 13. "alphabet blocks with an app store"