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Explorations in theoretical computer science for kids (using paper toys)

Published: 01 June 2004 Publication History

Abstract

The computational card (c-cards for short) project is a study and realization of an educational tool based on playing cards. C-cards are an educational tool to introduce children 8 to 10 (or older) to the concept of computation, seen as manipulation of symbols. The game provides teachers and learners with a physical, tangible metaphor for exploring core concepts of computer science, such as deterministic and probabilistic state machines, frequencies and probability distributions, and the central elements of Shannon's information theory, like information, communication, errors and error detection. Our idea is implemented both with paper cards and by an editor/simulator software (a prototype realized in javascript). We also designed the structure of a course in (theoretical) computer science, based on c-cards, and we will test it this summer.

References

[1]
McNerney, T. (2000). Tangible Programming Bricks: An Approach to Making Programming Accessible to Everyone. Ph.D. Thesis.
[2]
Papert, S. (1993). The children's machine. Rethinking School in the Age of the Computer. Basic Books, New York.
[3]
Valente, A (2003). C-cards: using paper and scissors to understand computer science. In Proc. Kolin Kolistelut - Koli Calling 2003.

Cited By

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  • (2009)Computing Pre‐University: Primary Computing EducationWiley Encyclopedia of Computer Science and Engineering10.1002/9780470050118.ecse973(625-632)Online publication date: 16-Mar-2009
  • (2007)Using magnets in physical blocks that behave as programming objectsProceedings of the 1st international conference on Tangible and embedded interaction10.1145/1226969.1226999(147-150)Online publication date: 15-Feb-2007
  • (2005)The C-Cards GameProceedings of the Fifth IEEE International Conference on Advanced Learning Technologies10.1109/ICALT.2005.257(1021-1025)Online publication date: 5-Jul-2005

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cover image ACM Conferences
IDC '04: Proceedings of the 2004 conference on Interaction design and children: building a community
June 2004
190 pages
ISBN:1581137915
DOI:10.1145/1017833
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 June 2004

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Author Tags

  1. children education
  2. guidelines for course design
  3. interactive concretization tool
  4. theoretical computer science

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IDC04
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Overall Acceptance Rate 172 of 578 submissions, 30%

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IDC '25
Interaction Design and Children
June 23 - 26, 2025
Reykjavik , Iceland

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Cited By

View all
  • (2009)Computing Pre‐University: Primary Computing EducationWiley Encyclopedia of Computer Science and Engineering10.1002/9780470050118.ecse973(625-632)Online publication date: 16-Mar-2009
  • (2007)Using magnets in physical blocks that behave as programming objectsProceedings of the 1st international conference on Tangible and embedded interaction10.1145/1226969.1226999(147-150)Online publication date: 15-Feb-2007
  • (2005)The C-Cards GameProceedings of the Fifth IEEE International Conference on Advanced Learning Technologies10.1109/ICALT.2005.257(1021-1025)Online publication date: 5-Jul-2005

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