This paper presents a recently started research project that aims to generate, analyze, use, and provide feedback for analytics derived from hands-on, project-based and experiential learning scenarios. The project draws heavy influence from digital fabrication activities and related inquiry-based learning. The intention of the poster is to raise the discussion about how learning analytics from the project can be used to support and enhance learning for tangible technologies, These activities include physical computing and other lab work for small group work in higher education and high school settings.