45 research outputs found

    Storytelling Connects

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    Presentation of the creation of a new storytelling card game

    Storytelling Connects

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    Presentation of the creation of a new storytelling card game

    Trajectories to community engagement: understanding older people’s experiences of engagement with online and local communities

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    The communal benefits of online communities and SNS are enjoyed by many Internet users but remain of limited appeal to many older people. In this study we consider how a small group of older people in the South of England engage with these technologies showing their motivations and the role of existing relationships in the local community with regards to this engagement. Four catalysts are identified which determine trajectories towards and away from online engagement and these are: family, roles, loss, and ‘spaces and places’. The resulting trajectories are discussed along with their implications for policy making and technology design

    Every child a coder?: research challenges for a 5--18 programming curriculum

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    The current drive in many countries to teach computing, particularly programming, to all from an early age, has potential to empower and support children in creative and problem-solving tasks. However, there are a number of challenges in ensuring that computing curricula, tools and environments embody appropriate progression and engender motivation for the topic across the school years. This workshop will consider the key research challenges in learning coding throughout childhood, with contributions from developmental psychologists, educators, researchers of children's programming, and designers of developmentally appropriate technologies for children

    Investigating children’s spontaneous gestures when programming using TUIs and GUIs

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    Spontaneous gestures produced during mathematics learning have been widely studied, however, research on the role of gesture in computing education is limited. This paper presents an investigation into children's use of spontaneous gestures when learning programming using either a tangible user interface (TUI) or a graphical user interface (GUI). The study explored the relationship between spontaneous gestures, interface type and learning outcomes in a programming lesson for primary school students aged 6-7. In the study, 34 participants engaged in a learning activity lasting approximately 37 minutes, using a TUI or a GUI. The study used a between-subjects design, and mixed methods. Pre-test and post-test data were collected, and sessions were video recorded and subsequently coded and analysed. A video analysis scheme, adapted from mathematics education research, was used to code the spontaneous gestures produced during the learning session. We found a statistically significant difference between the mean learning gains of high-frequency gesturers and low-frequency gesturers, with the top quartile showing significantly greater learning gains. There was no significant difference in the frequency of gestures between interface types. A qualitative analysis of representational gestures showed that some children use spontaneous hand gestures to demonstrate abstract computational concepts, providing evidence for the embodiment of children's offline thinking in the computing domain
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