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Mojipla Stamp: Interactive Content Using a Stamp Device to Stimulate Programming Thinking Through Word Play

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Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies (HCII 2022)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13323))

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Abstract

From the year 2020, programming education will become compulsory in all elementary schools in Japan. The aim of programming education is not only to develop programming skills, but also to develop “programming thinking”. It is believed that “programmatic thinking” consists of multiple cognitive elements such as “combination,” “reasoning,” and “decomposition,” and educational materials and toys for children that nurture these cognitive elements are being actively developed. In this work, we propose “Mojipla Stamp,” an interactive work that uses word play to stimulate the above elements. In this paper, we give an overview of the proposed work and describe the findings obtained through demonstrations of the implemented work.

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Correspondence to Hiroshi Suzuki .

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Suzuki, H., Yagi, S. (2022). Mojipla Stamp: Interactive Content Using a Stamp Device to Stimulate Programming Thinking Through Word Play. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds) Design, User Experience, and Usability: Design Thinking and Practice in Contemporary and Emerging Technologies. HCII 2022. Lecture Notes in Computer Science, vol 13323. Springer, Cham. https://doi.org/10.1007/978-3-031-05906-3_17

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  • DOI: https://doi.org/10.1007/978-3-031-05906-3_17

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05905-6

  • Online ISBN: 978-3-031-05906-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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