Cubic tangible interfaces are a promising yet underexplored modality in educational settings that could inform their development. This paper investigates gestural interaction with cubic objects, specifically AudioCubes, in learning contexts. Using the Goal-Questions-Metrics framework as a foundation, this study employs a systematic literature review, gesture elicitation studies, and usability evaluations to determine how cubic tangible interfaces can be adapted to meet the needs of diverse users in various educational contexts. It examines how cubic tangible interfaces can support learning activities by identifying preferred gestures and movement patterns across various tasks and user contexts. This highlights the need for a structured engineering methodology that supports the creation of reusable, generalizable cubic tangible interface designs, moving away from one-off designs that are often valid only for a particular case. The study classifies core gesture types using µGlyph notation to enable consistent representation across tasks. Usability assessments reveal common issues, user preferences, and ways to enhance user immersion. Furthermore, the research emphasizes adapting interfaces for diverse users, especially younger learners and individuals with different motor or cognitive abilities.