Project Name: Product Design - Developing an 'interactive medium' between students and computer. Much inspired from 'LEGO' block which revolutionized the way kids interact and evolve from their toys.

Duration: 6 week

Area: Education Spaces

1.Increased Retention

2.Experimental Learning

3.Interactive Learning

4.Making education fun and interesting.

Increased Retention: (Experimental learning)
Students who practice what they're learning in a hands-on environment can often retain three and half times as much as opposed to just sitting in a lecture room and listening intently. Take a massage therapy student for instance, practicing their skills on a real person will help them retain and perfect their skills rather than just reading about types of messages in a textbook.

Java is an object-oriented language (OOP). Objects in Java are called "classes". In Java, every line of code that can actually run needs to be inside a class. For example, we named the class MyClass

The Java if statement is used to test the condition. It checks boolean condition: true or false.

This is the entry point of our Java program. the main method has to have this exact signature in order to be able to run our program.

The println method prints a line of text to the screen.

A for loop allows you to efficiently write a loop that needs to execute a specific number of times.

The Java break is used to break the loop or switch statement. It breaks the current flow of the program at specified condition. In the case of an inner loop, it breaks the only inner loop. The Java continue statement is used to continue the loop. It continues the current flow of the program and skips the remaining code at the specified condition. In the case of inner loop, it continues the only inner loop.

What is Java ?
Java is a high level, a modern programming language designed in the early 1990s by Sun Microsystems, and currently owned by Oracle. Java is Platform Independent, which means that you only need to write the program once to be able to run it on a number of different platforms! Java is portable, robust, and dynamic, with the ability to fit the needs of virtually any type of application.

The blocks get easily attached as you bring them near because of the presence of the magnets inside them

How to use
Each block has a distinctive function to offer and there is an order and guidelines to learn in order to know how to arrange them inorder to write programme on them.

Variables store data for processing. A variable is given a name (or identifier), such as area, age, height, and the like. The name uniquely identifies each vari able, assigning a value to the variable and retrieving the value stored. - int: for integers (whole numbers) such as 123 and -456 - double: for floating-point or real numbers with optional decimal points and fractional parts in fixed or scientific notations, such as 3.1416, -55.66. - String: for texts such as "Hello" or "Good Morning!". Text strings are enclosed within double quotes. -char: used to declare a chracter variable eg: 'z' -boolean: boolean variable return two possible values , eg: true or false

Visualization using shapes and colors
Research has shown that we remember visual images much easier and better than words. Using imagery can make learning more fun and interesting. Especially when compared to repetitive learning by rote.
We can take advantage of the brain's inherent preference of remembering visual imagery by visualizing information we want to remember. The better you are able to visualize something the better you will remember it at a future time.

It enables interaction between students as it is a tangible thing on
Interactive Learningdesk where everyone reach. Unlike traditional passive learning where the teacher delivers information and the students take it in, interactive learning encourages more thinking and less memorization as the students become more active participants in the educational process.

Making education fun and interesting

A relief from hours spend in front of dark and uninteresting user-interfaces of programming language softwares.

Prototype

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