Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1463689.1463762acmotherconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
research-article

Tangicons: algorithmic reasoning in a collaborative game for children in kindergarten and first class

Published: 11 June 2008 Publication History

Abstract

In this paper, we describe the use of Tangicons, nonelectronic physical programming cubes for kindergarten and first grade children. Tangicons have been developed with the help of kindergarten children during various sessions of observing, playing and talking to them. Most tangible computing environments are too complex for young children. We developed an appropriate educational environment on a pedagogical basis resulting in easy to use tangible bricks, integrated in a physical game. Tangicons are haptic programmable bricks for programming a sequence of operations. Their symbol design is related to real world objects. With Tangicons, children are able to learn first steps of programming in a playful way.

References

[1]
Brosterman, N. (1997). Inventing Kindergarten. New York: Harry N. Adams.
[2]
DeLoache, J. S., Uttal, D. H., Pierroutsakos, S. L. (1998). The Development of early Symbolization: Educational implications. Learning and Instructions. Vol. 8, pp 325.
[3]
de Ipina, D. L., Mendonca, P. R. S, Hopper, A. (2002). Trip: A low-cost vision-based location system for ubiquitous computing. Personal & Ubiquitous Computing.
[4]
Druin, A., Montemayor, J., Farber, A., Simms, S., Churaman W., D'Amour, A. (2002). Physical Programming: Designing Tools for Children to Create Physical Interactive Environments. CHI 2002.
[5]
Horn, M. (2006). Tangible Programming with Quetzal: Opportunities for Education. Master's thesis, pp 66. Boston: Tufts University.
[6]
Horn, M. S., Jacob, R. J. K. (2007). Tangible Programming in the Classroom with Tern. Proceedings of CHI 2007 ACM Human Factors in Computing Systems (CHI Trends Interactivity), ACM Press.
[7]
Ishii, H. (2007). Official Homepage of Hiroshi Ishii of the Tangible Media Group. Boston: MIT. Available at: http://web.media.mit.edu/~ishii/
[8]
Kranz, M., Holleis, P., Bilandzic, M., Vetter, J., Schmidt, A. (2006). The Display Cube as Playful TUI To Support Learning (Video). The 4th International Conference on Pervasive Computing, 2006.
[9]
McLuhan, M. (1964). Understanding Media: The Extensions of Man. New York, 1st Ed. McGraw. Hill, reissued 2003. Corte Madeira: Gingko Press
[10]
McNerney, T. S. (2000). Tangible programming bricks: An approach to making programming accessible to everyone. Master thesis. Boston: MIT Media Lab.
[11]
Montemayor, J. (2003). Physical Programming: Tools for Kindergarten Children to Author Physical Interactive Environments. Dissertation, University of Maryland.
[12]
Montemayor, J. Druin, A., Faber, A., Simms, s. Churaman, W. and D'Amour, A. (2002). Physical Programming: Designing Tools for Children to Create Physical Interactive Environments. ACM Conference on Human Factors in Computing Systems, CHI 2002.
[13]
Norman, D. A. (1999). The Invisible Computer: Why Good Products Can Fail, the Personal Computer is So Complex and Information Appliances Are the Solution. Boston: MIT Press.
[14]
Papert, S. (1990). Children, Computers and powerful Ideas. New York: Basic Books.
[15]
Paradiso, J. (2005). The disappearing Computer. Communications of the ACM, Vol. 48, No. 3 (March 2005), pp 70. New York: ACM Press.
[16]
Piaget, J. (1975). Das Erwachen der Intelligenz beim Kinde. Stuttgart: Klett Verlag.
[17]
Resnik, M., Berg, R., Eisenberg, M., Turkle, S., and Martin, F. (2000). Beyond Black Boxes: Bringing transparency and aesthetics back to scientific investtigation. Int. Journal of the Learning Sciences, Vol. 9, No. 1.
[18]
Verhaegh, J., Soute, I., Kessels, A., and Markopoulos, P. (2006). On the design of Camelot, an outdoor game for children. IDC 2006. New York: ACM Press.
[19]
Weiser, M. (1991). The Computer for the Twenty-First Century. New York: Scientific American.
[20]
Winkler, T., Kritzenberger, H., Herczeg, M. (2002). Mixed Reality Environments as Collaborative and Constructive Learning Spaces for Elementary School Children. Denver: ED-MEDIA 2002.
[21]
Winkler, T., Herczeg, M., Höpel, I., Reimann, D. (2004). Learning in our increasing digital world by connecting it to bodily experience, dealing with identity and systemic thinking. Atlanta: SITE 2004.
[22]
Zuckerman, O., Arida, S., Resnick M. (2005). Extending Tangible Interfaces for Education: Digital Montessori-inspired Manipulatives. Portland: CHI 2005.
[23]
KIMM: http://www.kimm.imis.uni-luebeck.de

Cited By

View all
  • (2024)Developing a game-based test to assess middle school sixth-grade students’ algorithmic thinking skillsInternational Journal of Assessment Tools in Education10.21449/ijate.132708211:1(88-108)Online publication date: 16-Mar-2024
  • (2023)The Effect of Block Based Coding Education on the Students' Attitudes about the Secondary School Students' Computational Learning Skills and Coding Learning: Blocky SampleParticipatory Educational Research10.17275/per.23.24.10.110:1(443-461)Online publication date: 30-Jan-2023
  • (2022)Tangible Interfaces Support Young Children’s Goal InterdependenceProceedings of Mensch und Computer 202210.1145/3543758.3543782(147-157)Online publication date: 4-Sep-2022
  • Show More Cited By

Index Terms

  1. Tangicons: algorithmic reasoning in a collaborative game for children in kindergarten and first class

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      IDC '08: Proceedings of the 7th international conference on Interaction design and children
      June 2008
      289 pages
      ISBN:9781595939944
      DOI:10.1145/1463689
      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]

      In-Cooperation

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 11 June 2008

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. evaluation
      2. iterative design
      3. learning
      4. programmable environments
      5. tangible media
      6. tangicons
      7. user centered design

      Qualifiers

      • Research-article

      Conference

      IDC08

      Acceptance Rates

      Overall Acceptance Rate 172 of 578 submissions, 30%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)10
      • Downloads (Last 6 weeks)0
      Reflects downloads up to 03 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)Developing a game-based test to assess middle school sixth-grade students’ algorithmic thinking skillsInternational Journal of Assessment Tools in Education10.21449/ijate.132708211:1(88-108)Online publication date: 16-Mar-2024
      • (2023)The Effect of Block Based Coding Education on the Students' Attitudes about the Secondary School Students' Computational Learning Skills and Coding Learning: Blocky SampleParticipatory Educational Research10.17275/per.23.24.10.110:1(443-461)Online publication date: 30-Jan-2023
      • (2022)Tangible Interfaces Support Young Children’s Goal InterdependenceProceedings of Mensch und Computer 202210.1145/3543758.3543782(147-157)Online publication date: 4-Sep-2022
      • (2022)Characterising Soundscape Research in Human-Computer InteractionProceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533458(1394-1417)Online publication date: 13-Jun-2022
      • (2022)Design Factors Affecting the Social Use of Programmable Robots to Learn Computational Thinking in KindergartenProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529745(422-429)Online publication date: 27-Jun-2022
      • (2021)Dothraki: Tracking Tangibles Atop Tabletops Through De-Bruijn ToriProceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3430524.3440656(1-10)Online publication date: 14-Feb-2021
      • (2021)Test for assessing coding skills in early childhoodEducation and Information Technologies10.1007/s10639-021-10803-w27:4(4685-4708)Online publication date: 15-Nov-2021
      • (2020)Activity-based unplugged coding during the preschool periodInternational Journal of Technology and Design Education10.1007/s10798-020-09616-8Online publication date: 18-Aug-2020
      • (2019)Is My Game OK Dr. Scratch?Proceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323152(208-219)Online publication date: 12-Jun-2019
      • (2019)On the Use of Robotics for the Development of Computational Thinking in Kindergarten: Educational Intervention and EvaluationRobotics in Education10.1007/978-3-030-26945-6_3(31-44)Online publication date: 7-Aug-2019
      • Show More Cited By

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media