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abstract

Moving to Learn: Exploring the Impact of Physical Embodiment in Educational Programming Games

Published: 06 May 2017 Publication History

Abstract

There has been increasing attention paid to the necessity of Computational Thinking (CT) and CS education in recent years. To address this need, a broad spectrum of animation programming environments and games have been created to engage learners. However, most of these tools are designed for the touchpad/mouse and keyboard, and few have been evaluated to assess their efficacy in developing CT/programming skills. This is problematic when trying to understand the validity of such designs for CS education, and whether there are alternative approaches that may prove more effective. My dissertation work helps address this problem. After creating a framework based on a meta-review that carefully dissects embodiment strategies in learning games, I am building and evaluating tangible and augmented reality versions of a CT game. I plan to examine how these different forms of physical interaction help to facilitate and enhance meaning-making during the learning process, and whether/how they improve related learning factors such as self-belief and enjoyment.

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Cited By

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  • (2023)BlocklyVR: Exploring Block-based Programming in Virtual RealityProceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia10.1145/3626705.3627779(257-269)Online publication date: 3-Dec-2023
  • (2021)Using Augmented Reality in programming learning: A systematic mapping study2021 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON46332.2021.9454149(1635-1641)Online publication date: 21-Apr-2021
  • (2017)CubelyProceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology10.1145/3139131.3141785(1-2)Online publication date: 8-Nov-2017

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  1. Moving to Learn: Exploring the Impact of Physical Embodiment in Educational Programming Games

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    cover image ACM Conferences
    CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2017
    3954 pages
    ISBN:9781450346566
    DOI:10.1145/3027063
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    Published: 06 May 2017

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    Author Tags

    1. computational thinking
    2. educational games
    3. embodied cognition
    4. embodied interaction
    5. physical embodiment
    6. programming

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    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    View all
    • (2023)BlocklyVR: Exploring Block-based Programming in Virtual RealityProceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia10.1145/3626705.3627779(257-269)Online publication date: 3-Dec-2023
    • (2021)Using Augmented Reality in programming learning: A systematic mapping study2021 IEEE Global Engineering Education Conference (EDUCON)10.1109/EDUCON46332.2021.9454149(1635-1641)Online publication date: 21-Apr-2021
    • (2017)CubelyProceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology10.1145/3139131.3141785(1-2)Online publication date: 8-Nov-2017

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