45 research outputs found
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Natural language and programming: designing effective environments for novices
Given the current drive to teach computational concepts to all from an early age, we consider whether traditional programming languages are truly necessary, or whether natural language might be a suitable medium for program generation and comprehension, given its familiarity and ubiquity. We conducted an empirical study on the use of natural language for computation, and found that, although it provides support for understanding computational concepts, it introduces additional difficulties when used for coding. Following a design study with target users, we distilled our findings into a series of design guidelines for novice programming environments that incorporate natural language. These guidelines drove the design of Flip, a bimodal programming language for young people's game creation activities. Two empirical studies examined the extent to which these embodied design guidelines support ease of use and an understanding of computation. The guidelines have potential both for analysing the usability of existing novice programming environments, and for designing new ones
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Recipes for co-production with children and young people
In this chapter, we reflect on the role of children and young people as ‘co-producers’ of our research. Over the course of the Everyday Childhoods project, we held a number of events and activities aimed at involving children in the research. Each event was conceived as an opportunity to experiment with different methods of co-production, drawing and building on participants’ existing skills, knowledge and competencies. These events were inspired by models of ‘public sociology’ that seek to engage wider communities in the co-production of research (Burawoy 2005; Puwar & Sharma 2012).[1] In this chapter, we ask how ‘co-production’ can generate opportunities for enrolling young people’s existing skills and knowledge to become partners in research: as data creators, consultants, or as data animators. The chapter focuses on three events staged at different moments in the Everyday Childhoods project – exemplifying ways of inviting young people into research. These examples showcase three strategies of co-production: a media competition (Space Invaders), the project archive (Curating Childhoods) and a hackathon workshop (My Object Stories). Although each were conceived as activities in their own right, understood collectively, they shed light on the possibilities and challenges of co-production in research with children and young people. This discussion aims to provide insights into our successes, as well as the numerous unexpected problems and complications we encountered. The events are presented in chronological sequence.[2] Echoing the approach taken in Chapter 2, we present these as recipes for co-production, revealing the resources and methods required as well as our sources of inspiration
Storytelling Connects
Presentation of the creation of a new storytelling card game
Storytelling Connects
Presentation of the creation of a new storytelling card game
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Comparing TUIs and GUIs for primary school programming
There is considerable interest in using tangible user interfaces (TUIs) to support teaching children programming, but evidence for the benefits is mixed, and their deployment in school environments presents more challenges than graphical user interfaces (GUIs). This study investigates the effect of GUIs and TUIs on learning outcomes, attitudes toward computing, and reported enjoyment in a computer-programming activity with primary-school students aged 6-7 in Saudi Arabia. Forty-two students engaged in a 45-minute learning activity using either a TUI or GUI programming environment. The study used a between-groups design, and quantitative data were collected, including pre-test and post-test results, and ratings on attitudinal and enjoyment surveys. Learning gains were significantly higher for the GUI group than the TUI group. However, post-activity increases in reported attitude toward computing were significantly higher for the TUI group. There was no difference in activity enjoyment scores, which were high for both groups
Trajectories to community engagement: understanding older people’s experiences of engagement with online and local communities
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
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
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Evaluating interactional synchrony in full-body interaction with autistic children
Interactional synchrony, the spontaneous coordination of movements during interaction, is increasingly considered important in research on the development of non-verbal communication by autistic children. There is evidence that interventions using embodied interaction technologies to support interactional synchrony are possible, but we do not have a shared framework in Human-Computer Interaction (HCI) for designing and evaluating such systems. We discuss existing measurement and evaluation tools used in experimental psychology and consider how the prevalent approach could be adapted to naturalistic HCI study contexts, with input from domain experts. We report on an exploratory case study evaluating a full-body interactive musical system with a group of ten autistic children. We provide methodological recommendations for the evaluation of future systems focusing on interactional synchrony, highlight limitations of current measurement tools and suggest mitigations
Investigating children’s spontaneous gestures when programming using TUIs and GUIs
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