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  1. Spatial reasoning is an important skillset that is malleable to training interventions. One possible context for intervention is the popular video game Minecraft. Minecraft encourages users to engage in spatial manipulation of 3D objects. However, few papers have chronicled any in-game practices that might evidence spatial reasoning, or how we might study its development through the game. In this paper, we report on 11 middle school students’ spatial reasoning practices while playing Minecraft. We use audio and video data of student gameplay to delineate five in-game practices that align with spatial reasoning. We expand on a student case study, to explicate these practices. The identified practices may be beneficial for studying spatial reasoning development in game-based environments and contribute to a growing body of research on ways games support development of important and transferable skills. 
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  2. null (Ed.)
    Over the last decade, large multitouch displays have become commonplace in museums and other public spaces. While there is preliminary evidence that exhibits based on tangible technologies can be more attractive and engaging for visitors than displays alone, very little empirical research has directly compared tangible to large multitouch displays in museums. In this paper, we present a study comparing the use of a tangible and a multitouch tabletop interface in an exhibit designed to explore musical rhythms. From an observation pool of 791 museum visitors, a total of 227 people in 82 groups interacted with one of the two versions of our exhibit. We share the exhibit design, experimental setup, and methods and measures. Our findings highlight advantages of tangible interaction in terms of attracting and engaging children and families. However, the two exhibits were equally effective at supporting collaborative interaction within visitor groups. We conclude with a discussion of the implications for museum exhibit design vis-Ă -vis visitor engagement and learning. 
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