skip to main content
10.1145/2978249.2978256acmotherconferencesArticle/Chapter ViewAbstractPublication PageswipsceConference Proceedingsconference-collections
research-article

A Case Study of Physical Computing in Computer Science Education

Published: 13 October 2016 Publication History

Abstract

Industry 3.0 and 4.0 are catchphrases describing the increasing integration of software and physical computing into industrial facilities and processes. One of its consequences is the fact, that general and vocational education are faced with the challenge of integrating these aspects into the curriculum. In this paper such a teaching sequence is described and evaluated. It is based on a technical, low cost model of an industrial facility consisting of two components, each controlled by one Arduino. Both can be built and programmed independently using the graphical programming language abbozza!. The observations made during the conduction of the sequence in a german vocational grammar school are described, discussed and evaluated.

References

[1]
Blockly. https://developers.google.com/blockly/.
[2]
M. Apiola, M. Lattu, and T. A. Pasanen. Creativity and Intrinsic Motivation in Computer Science Education: Experimenting with Robots. In Proceedings of the Fifteenth Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE '10, pages 199--203, New York, NY, USA, 2010. ACM.
[3]
Arduino. Arduino homepage. http://www.arduino.cc.
[4]
N. Bergner and U. Schroeder. Informatik enlightened - informatik (neu) beleuchtet dank physical computing mit arduino. In Informatik allgemeinbildend begreifen, INFOS 2015, 16. GI-Fachtagung Informatik und Schule, 20.-23. September 2015, Darmstadt, Germany, pages 43--52, 2015.
[5]
A. F. Blackwell. What is programming? In In Proceedings of PPIG 2002, pages 204--218. MIT Press, 2002.
[6]
M. Brinkmeier. abbozza! http://www.informatik.uni-osnabrueck.de/arbeitsgruppen/didaktik/abbozza.html.
[7]
D. Eckold. http://techcard.co.uk.
[8]
M. Gerdes and C. Willen. Entwicklung eines technischen Modells für den Unterrichtseinsatz. Maters thesis, Universität Osnabrück, December 2015.
[9]
L. Hill and S. Ciccarelli. Using a Low-cost Open Source Hardware Development Platform in Teaching Young Students Programming Skills. In Proceedings of the 14th Annual ACM SIGITE Conference on Information Technology Education, SIGITE '13, pages 63--68, New York, NY, USA, 2013. ACM.
[10]
F. Kaloti-Hallak, M. Armoni, and M. M. Ben-Ari. Students' Attitudes and Motivation During Robotics Activities. In Proceedings of the Workshop in Primary and Secondary Computing Education, WiPSCE '15, pages 102--110, New York, NY, USA, 2015. ACM.
[11]
M. Knobelsdorf. The Theory Behind Theory - Computer Science Education Research Through the Lenses of Situated Learning. In A. Brodnik and J. Vahrenhold, editors, Informatics in Schools. Curricula, Competences, and Competitions, number 9378 in Lecture Notes in Computer Science, pages 12--21. Springer International Publishing, Sept. 2015.
[12]
S. Lamnek. Qualitative Sozialforschung. Beltz Verlag, Weinheim, Basel, 2010.
[13]
J. Lave and E. Wenger. Situated learning: legitimate peripheral participation. Learning in doing. Cambridge Univ. Pr., Cambridge {u.a.}, 1991.
[14]
R. B.-B. Levy and M. M. Ben-Ari. Robotics Activities - Is the Investment Worthwhile? In A. Brodnik and J. Vahrenhold, editors, Informatics in Schools. Curricula, Competences, and Competitions, number 9378 in Lecture Notes in Computer Science, pages 22--31. Springer International Publishing, Sept. 2015.
[15]
M. Lifelong-Kindergarten-Group. Scratch 2. https://scratch.mit.edu/.
[16]
L. Major, T. Kyriacou, and O. Brereton. Systematic literature review: Teaching novices programming using robots. In 15th Annual Conference on Evaluation Assessment in Software Engineering (EASE 2011), pages 21--30, Apr. 2011.
[17]
M. M. McGill. Learning to Program with Personal Robots: Influences on Student Motivation. Trans. Comput. Educ., 12(1):4:1--4:32, Mar. 2012.
[18]
P. Mellodge and I. Russell. Using the Arduino Platform to Enhance Student Learning Experiences. In Proceedings of the 18th ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE '13, pages 338--338, New York, NY, USA, 2013. ACM.
[19]
H. Meyer. Leitfaden zur Unterrichtsvorbereitung. Cornelsen Verlag Scriptor, Berlin, 2007.
[20]
E. Modrow and K. Strecker. PUMA II - Haus-Automatisierung mit S4A, Picoboard und Arduino. LOG IN, 169-170:121--124, 2011.
[21]
J. Moäning. Snap! https://scratch.mit.edu/.
[22]
S. Papert. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, Inc., New York, NY, USA, 1980.
[23]
S. Papert and I. Harel. Situating constructionism. In S. Papert and I. Harel, editors, Constructionism, chapter 1. Ablex Publishing Corporation, Norwood, NJ, 1991.
[24]
M. J. Prince and R. M. Felder. Inductive Teaching and Learning Methods: Definitions, Comparisons, and Research Bases. Journal of Engineering Education, 95(2):123--138, Apr. 2006.
[25]
M. Przybylla and R. Romeike. My Interactive Garden âĂŞ A Constructionist Approach to Creative Learning with Interactive Installations in Computing Education. In Constructionism: Theory, Practice and Impact. Proceedings of Constructionism 2012, pages 395--404, Athens, 2012.
[26]
M. Przybylla and R. Romeike. Physical Computing and Its Scope-Towards a Constructionist Computer Science Curriculum with Physical Computing. Informatics in Education, 13(2):241--254, 2014.
[27]
M. Przybylla and R. Romeike. Physical computing in computer science education. In Proceedings of the 9th Workshop in Primary and Secondary Computing Education, WiPSCE '14, pages 136--137, New York, NY, USA, 2014. ACM.
[28]
K. Strecker. Medizinische Informatik in der Sek 1. In Informatik erweitert Horizonte, INFOS 2013, 15. GI-Fachtagung Informatik und Schule, 26-28. September 2013, Kiel, Germany, pages 25--34, 2013.
[29]
B. Wiesner and T. Brinda. Using robots as teaching aids in early secondary informatics education. In IFIP, editor, Proceedings of the Joint Open and Working IFIP Conference on ICT and Learning for the Net Generation, Kuala Lumpur, Malaysia, July 2008.

Cited By

View all
  • (2022)A screen-based or physical computing unit? Examining secondary students’ attitudes toward codingInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10054334:COnline publication date: 1-Dec-2022
  • (2020)Creating a road map for industry 4.0 by using an integrated fuzzy multicriteria decision-making methodologySoft Computing - A Fusion of Foundations, Methodologies and Applications10.1007/s00500-020-05041-024:23(17931-17956)Online publication date: 1-Dec-2020
  • (2019)Schools (K–12)The Cambridge Handbook of Computing Education Research10.1017/9781108654555.019(547-583)Online publication date: 15-Feb-2019
  • Show More Cited By
  1. A Case Study of Physical Computing in Computer Science Education

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    WiPSCE '16: Proceedings of the 11th Workshop in Primary and Secondary Computing Education
    October 2016
    124 pages
    ISBN:9781450342230
    DOI:10.1145/2978249
    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 the author(s) 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].

    In-Cooperation

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 13 October 2016

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Arduino
    2. Computer science education
    3. Cyber physical system
    4. Physical Computing
    5. Visual programming language

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    WiPSCE '16

    Acceptance Rates

    WiPSCE '16 Paper Acceptance Rate 10 of 58 submissions, 17%;
    Overall Acceptance Rate 104 of 279 submissions, 37%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)10
    • Downloads (Last 6 weeks)2
    Reflects downloads up to 27 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2022)A screen-based or physical computing unit? Examining secondary students’ attitudes toward codingInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10054334:COnline publication date: 1-Dec-2022
    • (2020)Creating a road map for industry 4.0 by using an integrated fuzzy multicriteria decision-making methodologySoft Computing - A Fusion of Foundations, Methodologies and Applications10.1007/s00500-020-05041-024:23(17931-17956)Online publication date: 1-Dec-2020
    • (2019)Schools (K–12)The Cambridge Handbook of Computing Education Research10.1017/9781108654555.019(547-583)Online publication date: 15-Feb-2019
    • (2019)The Cambridge Handbook of Computing Education Research10.1017/9781108654555Online publication date: 15-Feb-2019
    • (2017)Teachers’ Expectations and Experience in Physical ComputingInformatics in Schools: Focus on Learning Programming10.1007/978-3-319-71483-7_5(49-61)Online publication date: 19-Nov-2017

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media