25 research outputs found
Making Models : vom Selbermachen stofflich-digitaler Artefakte als Modellbildung
In recent years a maker movement that is characterized by linking DIY to digital media has appeared. In this context amateurs create and construct digital physical artefacts themselves, and share documentation of their projects online to learn from each other. Distributing on-going projects to other makers presupposes that essential characteristics of the artefact under construction are documented. This raises the question of how young amateurs can be supported to document their physical digital artefacts. This thesis develops an approach based on model theory to define the making of digital physical artefacts as modelling processes. Starting from a general model definition, corresponding modelling concepts from computer science are taken up, expanded by alternative un-formal approaches from HCI and applied to making. Requirements for modelling software tools are derived and implemented. A content analysis of makers models and the evaluation of the new tools points towards the appropriateness of graphical models and unveils benefits of visual programming code for documentation. They are meaningful and practical model formats to outline un-formal and abstract characteristics comprehensibly. It is proposed to extend visual programming environments into simple documentation tools to relate to young makers construction activities
[Editorial] Special issue on computational thinking and coding in childhood
No description supplie
Physical computing with plug-and-play toolkits: Key recommendations for collaborative learning implementations
Physical computing toolkits have long been used in educational contexts to learn about computational concepts by engaging in the making of interactive projects. This paper presents a comprehensive toolkit that can help educators teach programming with an emphasis on collaboration, and provides suggestions for its effective pedagogical implementation. The toolkit comprises the Talkoo kit with physical computing plug-and-play modules and a visual programming environment. The key suggestions are inspired by the results of the evaluation studies which show that children (aged 14–18 in a sample group of 34 students) are well motivated when working with the toolkit but lack confidence in the kit's support for collaborative learning. If the intention is to move beyond tools and code in computer education to community and context, thus encouraging computational participation, collaboration should be considered as a key aspect of physical computing activities. Our approach expands the field of programming with physical computing for teenage children with a focus on empowering teachers and students with not only a kit but also its appropriate classroom implementation for collaborative learning
Experiences from Using Gamification and IoT-based Educational Tools in High Schools towards Energy Savings
Raising awareness among young people, and especially students, on the
relevance of behavior change for achieving energy savings is increasingly being
considered as a key enabler towards long-term and cost-effective energy
efficiency policies. However, the way to successfully apply educational
interventions focused on such targets inside schools is still an open question.
In this paper, we present our approach for enabling IoT-based energy savings
and sustainability awareness lectures and promoting data-driven energy-saving
behaviors focused on a high school audience. We present our experiences toward
the successful application of sets of educational tools and software over a
real-world Internet of Things (IoT) deployment. We discuss the use of
gamification and competition as a very effective end-user engagement mechanism
for school audiences. We also present the design of an IoT-based hands-on lab
activity, integrated within a high school computer science curricula utilizing
IoT devices and data produced inside the school building, along with the
Node-RED platform. We describe the tools used, the organization of the
educational activities and related goals. We report on the experience carried
out in both directions in a high school in Italy and conclude by discussing the
results in terms of achieved energy savings within an observation period.Comment: to be presented at 2019 European Conference on Ambient Intelligenc
Die Musik als Förderungsmittel der religiösen Erbauung
Layoutgetreues Digitalisat der Ausg.: Schleswig, 1845
Digitalisat des Exemplars der SUB Göttingen (Signatur:8 H SLESV 4055
Making Models
In recent years a maker movement that is characterized by linking DIY to digital media has appeared. In this context amateurs create and construct digital physical artefacts themselves, and share documentation of their projects online to learn from each other. Distributing on-going projects to other makers presupposes that essential characteristics of the artefact under construction are documented. This raises the question of how young amateurs can be supported to document their physical digital artefacts. This thesis develops an approach based on model theory to define the making of digital physical artefacts as modelling processes. Starting from a general model definition, corresponding modelling concepts from computer science are taken up, expanded by alternative un-formal approaches from HCI and applied to making. Requirements for modelling software tools are derived and implemented. A content analysis of makers models and the evaluation of the new tools points towards the appropriateness of graphical models and unveils benefits of visual programming code for documentation. They are meaningful and practical model formats to outline un-formal and abstract characteristics comprehensibly. It is proposed to extend visual programming environments into simple documentation tools to relate to young makers construction activities
Physical computing with plug-and-play toolkits : Key recommendations for collaborative learning implementations
Physical computing toolkits have long been used in educational contexts to learn about computational concepts by engaging in the making of interactive projects. This paper presents a comprehensive toolkit that can help educators teach programming with an emphasis on collaboration, and provides suggestions for its effective pedagogical implementation. The toolkit comprises the Talkoo kit with physical computing plug-and-play modules and a visual programming environment. The key suggestions are inspired by the results of the evaluation studies which show that children (aged 14–18 in a sample group of 34 students) are well motivated when working with the toolkit but lack confidence in the kit’s support for collaborative learning. If the intention is to move beyond tools and code in computer education to community and context, thus encouraging computational participation, collaboration should be considered as a key aspect of physical computing activities. Our approach expands the field of programming with physical computing for teenage children with a focus on empowering teachers and students with not only a kit but also its appropriate classroom implementation for collaborative learning
Talkoo : A new paradigm for physical computing at school
Introducing physical computing into regular school classes is challenged by constraints of schedules and curricula structures, which do not allow for time-consuming electronics prototyping. We present a novel approach to prototyping with physical computing components with the Arduino-based TALKOO kit: It comprises hardware modules, a visual IDE and prototyping material. Sensor and actuator modules are pluggable and do not require soldering and prior knowledge in electronics. The components have the ability to "talk" back to the visual IDE and to a learning analytics system. A new paradigm for visual programming maps physical modules onto virtual representations on screen making programming more intuitive. The TALKOO kit expands the field of application of physical computing for children in regular school contexts. Preliminary evaluation results show that children were able to build elaborative prototypes within an hour
CSCL Opportunities with Digital Fabrication through Learning Analytics
This paper presents a recently started research project that aims to generate, analyze, use, and provide feedback for analytics derived from hands-on, project-based and experiential learning scenarios. The project draws heavy influence from digital fabrication activities and related inquiry-based learning. The intention of the poster is to raise the discussion about how learning analytics from the project can be used to support and enhance learning for tangible technologies, These activities include physical computing and other lab work for small group work in higher education and high school settings