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Using Tangible Manipulatives for Hands-on Activities in Undergraduate Computer Science Classes (Abstract Only)

Published: 08 March 2017 Publication History

Abstract

Hands-on activities can reinforce a variety of Computer Science concepts covered in class. Active learning techniques that utilize tangible manipulatives such as LEGO or other simple objects provide unique opportunities for students to explore or reinforce topics during class in a playful setting. This kinesthetic learning approach can also provide a platform that has a low learning curve, can facilitate creative thinking, improve student engagement with content and peers while adding gamification elements to the course. Different Computer Science topics lend themselves to such activities to differing degrees and the logistics of conducting these activities in large classrooms requires careful planning and execution, especially where cost is a factor and replication is desired between classes. Some educators may have experience while others may be interested but do not know where to start. BOF attendees will hear from those who have used different types of manipulatives, applied manipulatives to different Computer Science topics, and utilized said activities in different scenarios and contexts (e.g. large vs. small classes, single student vs. team activities). The sharing of ideas, strategies, and resources, as well as potential collaborations is also central to the discussion. The audience is expected to consist of both university faculty/lecturers (especially those who teach lower division courses) and high school teachers of computer science who are interested in engaging students in course content via kinesthetic activities and tangible manipulatives.

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  • (2023)Manipulatives for Teaching Computer Science Concepts2023 IEEE Frontiers in Education Conference (FIE)10.1109/FIE58773.2023.10343500(1-9)Online publication date: 18-Oct-2023

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  1. Using Tangible Manipulatives for Hands-on Activities in Undergraduate Computer Science Classes (Abstract Only)

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      cover image ACM Conferences
      SIGCSE '17: Proceedings of the 2017 ACM SIGCSE Technical Symposium on Computer Science Education
      March 2017
      838 pages
      ISBN:9781450346986
      DOI:10.1145/3017680
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 08 March 2017

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      Author Tags

      1. gamification
      2. kinesthetic learning
      3. tangible manipulatives

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      SIGCSE '17 Paper Acceptance Rate 105 of 348 submissions, 30%;
      Overall Acceptance Rate 1,717 of 4,956 submissions, 35%

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      Cited By

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      • (2023)Manipulatives for Teaching Computer Science Concepts2023 IEEE Frontiers in Education Conference (FIE)10.1109/FIE58773.2023.10343500(1-9)Online publication date: 18-Oct-2023

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