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The nature of physical computing in schools: findings from three years of practical experience

Published: 16 November 2017 Publication History

Abstract

The recent integration of physical computing in computer science (CS) school curricula has led to an urge for suitable tools, elaborate lesson plans, best practice reports and detailed descriptions and manuals. Creatively designing tangible interactive objects or systems using programmable hardware, as many international reports show, supports motivation, creativity and constructionist learning. However, physical computing in schools often neglects the creative aspects and project character of the discipline. Existing reports at relevant conferences about physical computing in CS education mostly focus on extracurricular activities that can not be transferred to regular school lessons easily, as aims in the classroom often differ. Thus, in this paper, we investigate the possibilities how physical computing can be integrated in schools in such a way that its character remains and goals of school teaching can be reached at the same time. We interviewed six teachers about their classroom experience with physical computing. We describe their approach of lesson planning and structuring and analyze their experience concerning the problems that arose and solutions they found, resulting in a blue print process model for physical computing in CS teaching with adjustment screws that teachers manipulate to make their projects a success for learning.

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  • (2024)Inline Visualization and Manipulation of Real-Time Hardware Log for Supporting Debugging of Embedded ProgramsProceedings of the ACM on Human-Computer Interaction10.1145/36602508:EICS(1-26)Online publication date: 17-Jun-2024
  • (2024)Failure Artifact Scenarios to Understand High School Students' Growth in Troubleshooting Physical Computing ProjectsProceedings of the 55th ACM Technical Symposium on Computer Science Education V. 110.1145/3626252.3630855(874-880)Online publication date: 7-Mar-2024
  • (2024) Primary school students' perceptions and developed artefacts and language from learning coding and computational thinking using the 3C model Journal of Computer Assisted Learning10.1111/jcal.1297240:4(1616-1631)Online publication date: 18-Mar-2024
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  1. The nature of physical computing in schools: findings from three years of practical experience

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    Koli Calling '17: Proceedings of the 17th Koli Calling International Conference on Computing Education Research
    November 2017
    215 pages
    ISBN:9781450353014
    DOI:10.1145/3141880
    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].

    Sponsors

    • Univ. Eastern Finland: University of Eastern Finland
    • University of Warwick: University of Warwick
    • Joensuu University Foundation: Joensuu University Foundation

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 November 2017

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    Author Tags

    1. CS education in school
    2. classroom experience
    3. physical computing
    4. process model

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    • Research-article

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    Koli Calling 2017
    Sponsor:
    • Univ. Eastern Finland
    • University of Warwick
    • Joensuu University Foundation

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    Overall Acceptance Rate 80 of 182 submissions, 44%

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    View all
    • (2024)Inline Visualization and Manipulation of Real-Time Hardware Log for Supporting Debugging of Embedded ProgramsProceedings of the ACM on Human-Computer Interaction10.1145/36602508:EICS(1-26)Online publication date: 17-Jun-2024
    • (2024)Failure Artifact Scenarios to Understand High School Students' Growth in Troubleshooting Physical Computing ProjectsProceedings of the 55th ACM Technical Symposium on Computer Science Education V. 110.1145/3626252.3630855(874-880)Online publication date: 7-Mar-2024
    • (2024) Primary school students' perceptions and developed artefacts and language from learning coding and computational thinking using the 3C model Journal of Computer Assisted Learning10.1111/jcal.1297240:4(1616-1631)Online publication date: 18-Mar-2024
    • (2022)Investigating the Classroom Environment With Physical ComputingInternational Journal of Mobile and Blended Learning10.4018/IJMBL.31562714:4(1-14)Online publication date: 16-Dec-2022
    • (2021)Creativity in CS1: A Literature ReviewACM Transactions on Computing Education10.1145/345999522:2(1-26)Online publication date: 1-Nov-2021
    • (2021)MakerCards: Designing An Electronic Component Discovery Tool to Support Remote Physical Computing EducationProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3465196(476-482)Online publication date: 24-Jun-2021
    • (2021)Tangible Interaction for Children’s Creative Learning: A ReviewProceedings of the 13th Conference on Creativity and Cognition10.1145/3450741.3465262(1-14)Online publication date: 22-Jun-2021
    • (2018)Empowering learners with tools in CS education: Physical computing in secondary schoolsit - Information Technology10.1515/itit-2017-003260:2(91-101)Online publication date: 22-Mar-2018
    • (2018)Impact of Physical Computing on Learner MotivationProceedings of the 18th Koli Calling International Conference on Computing Education Research10.1145/3279720.3279730(1-10)Online publication date: 22-Nov-2018
    • (2018)Computing in the physical world engages studentsProceedings of the 13th Workshop in Primary and Secondary Computing Education10.1145/3265757.3265770(1-4)Online publication date: 4-Oct-2018

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