skip to main content
10.1145/1463689.1463767acmotherconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
research-article

Escape machine: teaching computational thinking with a tangible state machine game

Published:11 June 2008Publication History

ABSTRACT

We present a methodology for building objects-to-think-computationally-with and illustrate its application in developing our Escape Machine game. The input mechanism for this game is a tangible state machine built with Posey, our computationally enhanced construction kit. Through manipulating this state machine children create an algorithmic specification for the behavior of both the avatar and its enemies in an attempt to navigate a maze without being eaten. We outline several strategies for success at Escape Machine and discuss how it embeds an important computational thinking concept in interaction with a tangible device.

References

  1. Aish, R. 3d Input for CAAD Systems. Computer-Aided Design, 11 (2). 66--70.Google ScholarGoogle ScholarCross RefCross Ref
  2. Anderson, D., Frankel, J., Marks, J., Leigh, D., Ryall, K., Sullivan, E. and Yedidia, J. Building Virtual Structures with Physical Blocks User Interface Software and Technology (UIST), ACM, 1999, 71--72. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Brosterman, N. Inventing Kindergarten. H. N. Abrams, New York, 1997.Google ScholarGoogle Scholar
  4. Eisenberg, M., Buechley, L. and Elumeze, N. Computation and Construction Kits: Toward the Next Generation of Tangible Building Media for Children Cognition and Exploratory Learning in the Digital Age (CELDA 2004), Lisbon, Portugal, 2004, 423--426.Google ScholarGoogle Scholar
  5. Eisenberg, M., Eisenberg, A., Gross, M. D., Kaowthumrong, K., Lee, N. and Lovet, W. Computationally-enhanced Construction Kits for Children: Prototype and Principles Intl. Conf. of the Learning Sciences (ICLS), Seattle, USA, 2002, 79--85.Google ScholarGoogle Scholar
  6. Esposito, C., Paley, W. B. and Ong, J. Of Mice and Monkeys: A specialized input device for virtual body animation Symposium on Interactive 3D Graphics (I3D), ACM, 1995, 109--114. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Frazer, J., Frazer, J. and Frazer, P. New Developments in Intelligent Modelling. Computer Graphics, 81. 139--154.Google ScholarGoogle Scholar
  8. Fuerzeig, W., Papert, S., Bloom, M., Grant, S. and Solomon, C. Programming-Languages as a Conceptual Framework for Teaching Mathematics. ACM SIGCUE Outlook, 4 (2). 13--17. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Gorbet, M. G., Orth, M. and Ishii, H. Triangles: tangible interface for manipulation and exploration of digital information topography Human Factors in Computing (CHI), ACM, Los Angeles, USA, 1998, 49--56 Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Hamlin, G. J. and Sanderson, A. C. Tetrobot: a modular approach to parallel robotics. Robotics & Automation, 4 (1). 42--50. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. LeClerc, V., Parkes, A. and Ishii, H. Senspectra: A computationally augmented physical modeling toolkit for sensing and visualization of structural strain Human Factors in Computing (CHI), ACM, San Jose, USA, 2007, 801--804. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. McNerney, T. S. From turtles to Tangible Programming Bricks: explorations in physical language design. Personal Ubiquitous Computing, 8 (5). 326--337. Google ScholarGoogle ScholarCross RefCross Ref
  13. Papert, S. Mindstorms: children, computers, and powerful ideas. Basic Books, Inc., New York, 1980. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Parkes, A., LeClerc, V. and Ishii, H. Glume: exploring materiality in a soft augmented modular modeling system Human Factors in Computing (CHI), ACM, 2006, 1211--1216. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Raffle, H., Parkes, A. and Ishii, H. Topobo: A constructive assembly system with kinetic memory Human Factors in Computing (CHI), ACM, 2004, 647--654. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Raffle, H., Parkes, A., Ishii, H. and Lifton, J. Beyond record and play: backpacks: tangible modulators for kinetic behavior Human Factors in Computing (CHI), ACM Press, 2006, 681--690. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Resnick, M., Bruckman, A. and Martin, F. Pianos not stereos: creating computational construction kits. interactions, 3 (5). 40--50. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Resnick, M., Martin, F., Berg, R., Borovoy, R., Colella, V., Kramer, K. and Silverman, B. Digital manipulatives: new toys to think with Human Factors in Computing (CHI), ACM Press, Los Angeles, USA, 1998, 281--287. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Schweikardt, E. and Gross, M. D. roBlocks: a robotic construction kit for mathematics and science education Intl. Conf. on Multimodal Interfaces (ICMI), ACM, Banff, Canada, 2006, 72--75. Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Stoy, K., Lyder, A., Garcia, R. F. M. and Christensen, D. Hierarchical Robots Workshop on Self-Reconfiguring Robots at Intelligent Robots and Systems (IROS), IEEE, San Diego, USA, 2007.Google ScholarGoogle Scholar
  21. Weller, M. P., Do, E. Y.-L. and Gross, M. D. Posey: Instrumenting a Poseable Hub and Strut Construction Toy Tangible and Embedded Interaction (TEI), ACM, Bonn, Germany, 2008, 39--46. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Wing, J. M. Computational Thinking. Communications of the ACM, 49 (3). 33--35. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Wrensch, T. and Eisenberg, M. The programmable hinge: toward computationally enhanced crafts User Interface Software and Technology (UIST), ACM, San Francisco, USA, 1998, 89--96. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Yim, M., Duff, D. and Roufas, K. PolyBot: A Modular Reconfigurable Robot Intl. Conf. on Robotics and Automation (ICRA), IEEE, 2000, 515--519.Google ScholarGoogle Scholar

Index Terms

  1. Escape machine: teaching computational thinking with a tangible state machine game

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        IDC '08: Proceedings of the 7th international conference on Interaction design and children
        June 2008
        289 pages
        ISBN:9781595939944
        DOI:10.1145/1463689

        Copyright © 2008 acm

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 11 June 2008

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate172of578submissions,30%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader