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.