The report of [REDACTED] assignment project begins with the introduction, overview, objectives and the whole timeline of the project. The problem statements of the project are simply to comprehend and to brainstorm for the lines of codes... more
The report of [REDACTED] assignment project begins with the introduction, overview, objectives and the whole timeline of the project. The problem statements of the project are simply to comprehend and to brainstorm for the lines of codes and for the development of the product successfully. The project proposed and reported is an LED cube 4x4x4 that has both the graphic and sound displays using Arduino products. Both the design specifications and the financial requirements are clearly reported. The report also includes all the layout drawings of both the circuit and the physical product. The engineering calculation and analysis are presented thoroughly in the report. The details of the fabrication are explained in a step-by-step manner. All in all, the result was partially satisfactory. On the plus side, the lines of codes work well with the application of the integrated circuit, IC SN74HC595N. On the minus side, a limitation on the practicality of fabricating the physical product is encountered at a later stage of the fabrication. The issue prevented the electronics components from being successfully assembled with the physical product. Eventually, the demonstration and testing are done on the breadboard instead. To conclude, the project has given the benefit of the opportunity in designing and devising a product through the valuable engineering approach, regardless.
The report of [REDACTED] project begins with the introduction, overview, objectives and the whole timeline of the project. The problem statements of the project are simply to comprehend and to brainstorm for the lines of codes and for the... more
The report of [REDACTED] project begins with the introduction, overview, objectives and the whole timeline of the project. The problem statements of the project are simply to comprehend and to brainstorm for the lines of codes and for the development of the product successfully. The project proposed and reported is an automated plant watering system using Arduino devices. Both the design specifications and the financial requirements are clearly reported. The report also includes all the layout drawings of both the circuit and the physical product. The engineering calculation and analysis are presented thoroughly in the report. The details of the fabrication are explained in a step-by-step manner. All in all, the result is achieved successfully with the utilisation of an LCD screen to display the soil moisture and with the working function of the soil moisture sensor, the relay and the vertical pump. Eventually, the demonstration and testing are done accordingly. To conclude, the [REDACTED] project has given the benefit of the opportunity in designing and devising a product through the engineering approach in practicality.
How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning... more
How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning software engineering, bricolage/tinkering, sketching, live coding, code-bending, and hacking. These practices of programming are analyzed in relation to ongoing research, and in particular HCI’s ‘practice turn’, offering connections to accounts of practice in other contexts than programming. The conceptualization of practice helps to interpret recent interest in program code as craft material, and also offers potential to inform programming education, tools and work as well as future research.
Tinkering is often viewed as arbitrary practice that should be avoided. However, tinkering can be performed as part of a sound reasoning process. In this ethnomethodological study, we investigated tinkering as a reasoning process that... more
Tinkering is often viewed as arbitrary practice that should be avoided. However, tinkering can be performed as part of a sound reasoning process. In this ethnomethodological study, we investigated tinkering as a reasoning process that construes logical inferences. This is a new asset-based approach that can be applied in computer science education. We analyzed artifact based interviews, video observations, reflections, and scaffolding entries from three pairs of early childhood teacher candidates to document how they engaged in reasoning while tinkering. Abductive reasoning observed during tinkering is discussed in detail.
By leaving the studio and using crafts to teach and promote capabilities, as well as taking on systems and structures by hand, we hack into reality itself.
An important issue for the Educational Design Research (EDeR)community to continue to deal with is the scalable and sustainable implementation of its methods, findings and designs beyond the bounds of specific projects. Those engaged in... more
An important issue for the Educational Design Research (EDeR)community to continue to deal with is the scalable and sustainable implementation of its methods, findings and designs beyond the bounds of specific projects. Those engaged in EDeR specifically seek out concurrent problems of theory and problems of practice, but this should not be seen as sufficient for ensuring their work has impact beyond their current project.Just as with other forms of research, EDeR practitioners must still reach out to and connect with educational institutions and teachers who are dealing with many competing demands. This position paper offers a largely theoretical contribution to the discussion of the problem of implementation. It will introduce the concept of conceptual tinkering as an approach to engaging teachers in the skillsets and, more importantly, the mindsets of EDeR as an approach to educational improvement. Sketches and prototypes of tools to enable conceptual tinkering will be discussed.
Il saggio esplora tre pratiche educative collegate alla relazione con il materiale elettronico già utilizzato o obsoleto: la garbology, il tinkering e la chip music, attraversando la poetica del complesso Modified Toys Orchestra, che... more
Il saggio esplora tre pratiche educative collegate alla relazione con il materiale elettronico già utilizzato o obsoleto: la garbology, il tinkering e la chip music, attraversando la poetica del complesso Modified Toys Orchestra, che produce i suoi brani grazie al solo uso di giocattoli elettronici abbandonati e riutilizzati. Nel corso del capitolo si mostrano le valenze educative di queste pratiche e l'importanza del contatto con il materiale elettronico e digitale (hardware e software), utilizzato come materiale destrutturato.