TANKS: A Tangible Programming Tool to Introduce Children to Coding Through Fun Problem Solving Activities
Batteson Byron (),
Greyling Jean (),
Busch Kim () and
Jacobs Desme ()
Additional contact information
Batteson Byron: Nelson Mandela University
Greyling Jean: Nelson Mandela University
Busch Kim: RLabs
Jacobs Desme: RLabs
A chapter in Resilience, Entrepreneurship and ICT, 2021, pp 97-113 from Springer
Abstract:
Abstract A study of related work, pedagogical theories, and extant systems was performed to determine how to create a novel, inexpensive educational tool suite for programming. Previous systems were typically costly and linear in design. A tangible programming interface for mobile phones was developed. The tangibility is achieved using printable paper command tokens, which are placed in sequence to describe a program or sequence. A mobile phone is used to capture an image of the program and execute it in a game-like environment. The game was rolled out at five design thinking workshops in the Cape Town area, which this paper also reports on.
Keywords: Programming; Kids coding; Design thinking; Educational tools (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:spr:csrchp:978-3-030-78941-1_5
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DOI: 10.1007/978-3-030-78941-1_5
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