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Tangibles for Graph Algorithmic Thinking: Experience with Children (Abstract Only)

Published: 21 February 2018 Publication History

Abstract

Smart interactive tangible objects (briefly, tangibles) can help teachers in the scaffolding of algorithmic thinking of 10-13 years old children. In this work, tangibles deal with graph algorithmic thinking. By following an action-research design approach, tangibles were rapidly developed and used in studies with children and teachers (Bonani et al., 2017, 2018). This poster shows their evolution and the most recent experience: a field study with 8 middle school children, and 5 primary school children, using tangibles for graph algorithmic thinking. Data collected by researchers were mixed (qualitative and quantitative), concerning engagement and learning (e.g., Gennari et al., 2017). Results suggest that tangibles engage pupils and help them understand simple and connected graphs. Future work will seek their adaptation to classes (e.g., Di Mascio et al., 2012).

References

[1]
Bonani, A., Del Fatto, V., Dodero, G., Gennari, R., Raimato, G. (2017). First Steps Towards the Design of Tangibles for Graph Algorithmic Thinking. In Proc. of mis4TEL 2017, Springer.
[2]
Bonani, A., Del Fatto, V., Dodero, G., Gennari, R., Raimato, G. (2018). Participatory Design of Tangibles for Graphs: a Small-Scale Field Study with Children. In Proc. of SLERD 2017, Springer.
[3]
T. Di Mascio, R. Gennari, A. Melonio, and P. Vittorini. 2012. The user classes building process in a TEL project. Advances in Intelligent and Soft Computing 152 AISC (2012), 107--114.
[4]
R. Gennari, A. Melonio, D. Raccanello, M. Brondino, G. Dodero, M. Pasini, and S. Torello (2017). Children"s emotions and quality of products in participatory game design. International Journal of Human Computer Studies, 101, 45--61.

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cover image ACM Conferences
SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science Education
February 2018
1174 pages
ISBN:9781450351034
DOI:10.1145/3159450
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: 21 February 2018

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Author Tags

  1. IoT
  2. algorithmic thinking
  3. children
  4. interaction design
  5. middle school
  6. primary school
  7. tangible

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  • GAPH UniBZ

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SIGCSE '18
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SIGCSE '18 Paper Acceptance Rate 161 of 459 submissions, 35%;
Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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