Digital technology is pervasive in our society and affects many aspects of our lives. The ones who take part in its creation process hold the power to shape the world. It is therefore important to introduce people to the concepts of coding, starting from early education. Several researchers have addressed this challenge call by creating educational games for children to learn coding, using tangible user interfaces, graphical user interfaces, or a combination of the two. In our work, we focus on primary-school coding education and explore a novel approach that exploits Interactive Smart Spaces (ISS) and capitalize on the potential of embodied interaction, immersivity, and multisensory stimuli offered by these environments. We have designed and developed two coding activities for an ISS called Magic Room. Coding Activity 1 provides an introductory experience to coding, using mid-air gestures to enhance the learning of computer programming basics such as imperative instructions, iterations, and conditional expressions. Coding Activity 2 is a captivating and fast-paced game that expands the capabilities of Coding Activity 1 to consolidate the learned concepts through the tangible interaction with an interactive smart object (a digitally enhanced physical tower). Both Activities were designed with the help of Magic Room experts and the support of primary-school teachers who gave feedback and validation.
La tecnologia digitale ha pervaso la nostra società ed è presente in molti aspetti delle nostre vite. Coloro che prendono parte al suo processo di creazione possiedono il potere di plasmare il mondo. È importante introdurre le persone ai concetti del coding a partire dai primi anni di istruzione. Molti ricercatori hanno risposto a questa necessità realizzando giochi educativi per l’insegnamento del coding attraverso interfacce utente tangibili, interfacce grafiche o una combinazione delle due. Il nostro lavoro di ricerca si focalizza sull’insegnamento del coding nella scuola primaria, esplorando un approccio innovativo che sfrutta gli Interactive Smart Space (ISS - Spazi Smart Interattivi) e mette a frutto il potenziale fornito dall’interazione per mezzo del corpo, dall’immersività e dallo stimolo multisensoriale che questi ambienti offrono. Abbiamo progettato e sviluppato due attività di coding per un ISS chiamato Stanza Magica. Coding Activity 1 fornisce un’esperienza introduttiva al coding, sfruttando la gestualità per migliorare l’apprendimento dei principi di base della programmazione, come le istruzioni imperative, le iterazioni e le espressioni condizionali. Coding Activity 2 è un gioco accattivante e dal ritmo serrato che estende le capacità di Coding Activity 1 per consolidare i concetti già imparati, attraverso l’interazione tangibile con uno smart object (una riproduzione fisica di una torre, equipaggiata con sensori). Entrambe le attività sono state progettate con l’ausilio di esperti della Stanza Magica ed il contributo di insegnanti della scuola primaria, che hanno fornito sia feedback che validazione.
Coding experiences for children in an interactive smart space
CASLINI, GIACOMO;Baldasseroni, Eva
2019/2020
Abstract
Digital technology is pervasive in our society and affects many aspects of our lives. The ones who take part in its creation process hold the power to shape the world. It is therefore important to introduce people to the concepts of coding, starting from early education. Several researchers have addressed this challenge call by creating educational games for children to learn coding, using tangible user interfaces, graphical user interfaces, or a combination of the two. In our work, we focus on primary-school coding education and explore a novel approach that exploits Interactive Smart Spaces (ISS) and capitalize on the potential of embodied interaction, immersivity, and multisensory stimuli offered by these environments. We have designed and developed two coding activities for an ISS called Magic Room. Coding Activity 1 provides an introductory experience to coding, using mid-air gestures to enhance the learning of computer programming basics such as imperative instructions, iterations, and conditional expressions. Coding Activity 2 is a captivating and fast-paced game that expands the capabilities of Coding Activity 1 to consolidate the learned concepts through the tangible interaction with an interactive smart object (a digitally enhanced physical tower). Both Activities were designed with the help of Magic Room experts and the support of primary-school teachers who gave feedback and validation.File | Dimensione | Formato | |
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Master Thesis Coding Activity.pdf
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https://hdl.handle.net/10589/174389