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MEDIA MANIPULATIVES

Manipulatives are tools used for interactive, hands-on learning. These can be three-dimensional objects like puzzles,
blocks, and shapes, or computer applications or simulations that help in the grasping of ideas and acquiring skills. These
are teaching aids that can be manipulated and explored by the student using hands-on approach.

HISTORY

Salamis Tablet

In ancient times, manipulatives have been used mostly for Mathematical purposes. Records show that the oldest
surviving counting board is the Salamis Tablet, used by the Babylonians around 300BC.

Abacus

During Greek and Roman times, the Roman hand-abacus was created out of stone and metal. The Abacus that we know
today first appeared in 1200 AD in China. They call it the suan-pan. There were also variations made by the Japanese and
the Russians.

Johann Heinrich Pestalozzi developed the "Pestalozzi Method" of learning which is basically hands-on learning in the
1800s. In his book, How Gertrude Teacher Her Children, Pestalozzi says that we should begin with concrete objects
before teaching abstract concepts.

Froebel Gifts

In 1840, Friedrich Wilhelm August Froebel developed the concept of "Kindergarten," where children learn by playing. He
introduced the "Froebel Gifts" such as balls, wooden blocks, tiles, sticks and rings that used for learning.
Montessori method of learning

Maria Montessori extended Frobel's idea and created the "Montessori Method of Learning." This focuses on materials
for older children.

In the 1990s, computational capabilities are embedded into blocks, beads and other toys. This kind of research hoped
for children to learn new concepts using the kindergarten approach, especially those that they perceive as "too
advanced."

With the advent of personal computers and virtual learning, researches also developed manipulatives further by
creating programs and animated images that can be manipulated by the user. Because of this, manipulatives are now
being used by a lot of different fields of study, and have been really helpful especially in the field of Science.

TYPES OF MANIPULATIVES

• TRADITIONAL
• VIRTUAL
• DIGITAL

TRADITIONAL MANIPULATIVES

BEFORE: Used for learners in the early grades


TODAY: Used by different demographics
 Grasping of concepts
 Understanding basic principles
 Uses concrete objects

Alphabet blocks are very helpful tools for young


children to learn the Alphabet and have fun at
the same time.

These cubes are used for different purposes.


They can be used in Math as visual
representations, or making patterns. They can
also be used for building objects or forms.
The clay dough is made of malleable substances
used for arts and crafts in home or school.

Pattern blocks are used for building geometric


shapes or images.

The abacus is a counting frame used for


calculation.

Monopoly is an example of a board game that


simulates property and financial dealings using
imitation money and game pieces.

Origami is the Japanese Art of folding paper into


shapes, representing objects.

VIRTUAL MANIPULATIVES

Virtual music simulators make use of simulations


of musical instruments that can produce sounds
like that of the real thing.

The Hangaroo is a version of the Hangman where


the user tries to guess a word or phrase based on
a given category.
These online books are virtual version of the
printed ones. They are interactive and further
aids in the learning process of children.

The Typing Tutor is a popular virtual manipulative


that is used for enhancing one's skill in typing.

This is a kind of Math Manipulative where there


are visual representations of fractions, which
help in solving for the required answer.

ADVANTAGES AND DISADVANTAGES

TRADITIONAL MANIPULATIVES VIRTUAL/DIGITAL MANIPULATIVES


 ADVANTAGES  ADVANTAGES
▪ Learning while playing ▪ Attention-catching, fun and
▪ Multi-sensory output motivational
▪ Physical Interaction ▪ A lot of potential for program
▪ Student Collaboration improvement
▪ Concrete objects used for ▪ Availability at the comfort of
abstract reasoning home
 DISADVANTAGES ▪ Learning by discovery
▪ Tendency to be focused on  DISADVANTAGES
nothing else ▪ Limited to computer/internet
▪ Supervision needed especially for users
early grades ▪ Tendency to focus on nothing
▪ Progress is hard to monitor, and else
cannot be easily documented. ▪ A lot of distractions in the World
Wide Web
▪ Some programs/ games can be
addictive
▪ Digital Divide

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