This paper describes Tica, an environment designed to explore the differences between tangible and screen based interfaces when teaching programming to children aged 5–7 years. Tica comprises several components: a tangible programming language and a screen based equivalent, an Android app to interpret the programming languages and record data, and a physical robot that can be programmed using either the tangible or screen-based language. Tica was designed using a learner-centred approach, with a specific focus on the needs and abilities of the target user group. Once implemented, an initial pilot study was carried out with 14 adults. Although participants using the screen-based interface completed problems more quickly than those using the...
Computational Thinking has recently returned into the limelight as an essential skill to have for bo...
Teaching children how to program has gained broad interest in the last decade. Approaches range from...
The Tangible Kindergarten project studies how, when given age-appropriate tools, young children can ...
Schools are trying to teach programming at an earlier age, but there are some difficulties, namely t...
This paper describes a new technique for implementing educational programming languages using tangib...
Recently, efforts have been made to add programming activities to the curriculum that promote comput...
In the past, the use of tangible programming languages has shown several advantages compared to scre...
Research involving tangible interaction and children has often focused on how tangibles might sup- p...
Much of the work done in the field of tangible interaction has focused on creating tools for learnin...
Aim/Purpose: Over the past few years, new approaches to introducing young children to computational ...
During the last few years, the development of tools for learning programming in primary and secondar...
Physical interactive environments can come in many forms: museum installations, amusement parks, exp...
Today, technology is everywhere in our everyday lives whether it is wanted or not. The world has bec...
which permits unrestricted use, distribution, and reproduction in any medium, provided the original ...
In the 1960s, pioneer of constructionist learning, Professor Emeritus Seymour Papert envisioned that...
Computational Thinking has recently returned into the limelight as an essential skill to have for bo...
Teaching children how to program has gained broad interest in the last decade. Approaches range from...
The Tangible Kindergarten project studies how, when given age-appropriate tools, young children can ...
Schools are trying to teach programming at an earlier age, but there are some difficulties, namely t...
This paper describes a new technique for implementing educational programming languages using tangib...
Recently, efforts have been made to add programming activities to the curriculum that promote comput...
In the past, the use of tangible programming languages has shown several advantages compared to scre...
Research involving tangible interaction and children has often focused on how tangibles might sup- p...
Much of the work done in the field of tangible interaction has focused on creating tools for learnin...
Aim/Purpose: Over the past few years, new approaches to introducing young children to computational ...
During the last few years, the development of tools for learning programming in primary and secondar...
Physical interactive environments can come in many forms: museum installations, amusement parks, exp...
Today, technology is everywhere in our everyday lives whether it is wanted or not. The world has bec...
which permits unrestricted use, distribution, and reproduction in any medium, provided the original ...
In the 1960s, pioneer of constructionist learning, Professor Emeritus Seymour Papert envisioned that...
Computational Thinking has recently returned into the limelight as an essential skill to have for bo...
Teaching children how to program has gained broad interest in the last decade. Approaches range from...
The Tangible Kindergarten project studies how, when given age-appropriate tools, young children can ...