Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction.

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Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction.

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Final Thesis Report
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Publication 2-year master student thesis
Title Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction.
Author De Oliveira, Clarissa C.
Date 2018
English abstract
In less than a century, programming languages have assumed many forms in adapting to system’s needs and capacities, of which our cognitive systems are a part. One variation, tailored specifically for the cognitive processes in children’s education of computational concepts, and nowadays successful among novice adult learners too, is that of visual block based programming. From the pool of available block based programming environments, Scratch is the most popular for users, and therefore becomes a good topic for researchers interested in contemporary educational discussions, including that of coding as a curricular activity in schools. Although inspired by the educational philosophy of using abstract physical blocks in foundational learning, the mainly visual interface of Scratch is made for keyboard and mouse mediated interaction with the digital content on-screen, producing audio-visual feedback. This research is a case study of Scratch, where the shortcomings found in interactions with its environment motivate the investigation of a potential hybrid technology – tangible and visual – for enhanced learning of foundational concepts in block based programming. The investigation is characterized by progressive cycles of conceptual design, supported by prototyping and testing. The results from its design process present the benefits and challenges of this hybrid concept to inform and inspire the development of new technologies for learning, as well as it should inspire designers of Tangible User Interfaces (TUIs) for learning and the educational community of computing to challenge the current ways of learning. The work here presented is concerned with acknowledging and building onto strengths of existing technologies, rather than substituting them with disruptive ideas.
Publisher Malmö universitet/Kultur och samhälle
Pages 95
Language eng (iso)
Subject Interaction Design
Accessibility
Experience Prototyping
Hybrid systems
Block based programming
Computing Education
Tangible User Interfaces for learning
Handle http://hdl.handle.net/2043/26789 Permalink to this page
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