ABSTRACT
In the domain of computing education for children, much work has been done to devise creative and engaging methods of teaching about programming. However, there are many other fundamental aspects of computing that have so far received relatively less attention. This work explores how the topics of number systems and data representation can be taught in a way that piques curiosity and captures learners’ imaginations. Specifically, we present the design of two interactive physical computing artefacts, which we collectively call DataMoves, that enable students, 12-14 years old, to explore number systems and data through embodied movement and dance. Our evaluation of DataMoves, used in tandem with other pedagogical methods, demonstrates that the form of embodied, exploration-based learning adopted has much potential for deepening students’ understandings of computing topics, as well as for shaping positive perceptions of topics that are traditionally considered boring and dull.
- Dor Abrahamson, Alejandro Andrade, Arthur Bakker, Mitchell J Nathan, Candace Walkington, Robb Lindgren, David E Brown, Asnat R Zohar, Sharona T Levy, Joshua A Danish, and Others. 2018. Moving forward: In search of synergy across diverse views on the role of physical movement in design for stem education. In Proceedings of International Conference of the Learning Sciences, ICLS, Vol. 2. International Society of the Learning Sciences, 1243–1250.Google Scholar
- Edith Ackermann. 1996. Perspective-taking and object construction: Two keys to learning. Constructionism in practice: designing, thinking, and learning in a digital world, Lawrence Erlbaum, Mahwah, NJ(1996), 25–35.Google Scholar
- Neil Anderson, Colin Lankshear, Carolyn Timms, and Lyn Courtney. 2008. ’Because it’s boring, irrelevant and I don’t like computers’: Why high school girls avoid professionally-oriented ICT subjects. Computers and Education 50, 4 (2008), 1304–1318. https://doi.org/10.1016/j.compedu.2006.12.003Google Scholar
Digital Library
- Alissa N. Antle. 2009. Embodied child computer interaction: Why embodiment matters. Interactions 16, 2 (2009), 27–30. https://doi.org/10.1145/1487632.1487639Google Scholar
Digital Library
- Alissa N Antle. 2013. Research opportunities: Embodied child–computer interaction. International Journal of Child-Computer Interaction 1, 1(2013), 30–36. https://doi.org/10.1016/j.ijcci.2012.08.001Google Scholar
Cross Ref
- Massimo Banzi. 2014. Getting Started with Arduino(3rd ed.). Maker Media. 262 pages.Google Scholar
- Angelos Barmpoutis, Qianwen Ding, Lisa Anthony, Wanda Eugene, and Marko Suvajdzic. [n.d.]. Exploration of kinesthetic gaming for enhancing elementary math education using culturally responsive teaching methodologies. In 2016 IEEE Virtual Reality Workshop on K-12 Embodied Learning through Virtual & Augmented Reality (KELVAR). IEEE, 1–4. https://doi.org/10.1109/KELVAR.2016.7563674Google Scholar
Cross Ref
- Tilde Bekker, Saskia Bakker, Iris Douma, Janneke Van Der Poel, and Koen Scheltenaar. 2015. Teaching children digital literacy through design-based learning with digital toolkits in schools. International Journal of Child-Computer Interaction 5 (2015), 29–38. https://doi.org/10.1016/j.ijcci.2015.12.001Google Scholar
Digital Library
- Tilde Bekker, Janienke Sturm, and Berry Eggen. 2010. Designing playful interactions for social interaction and physical play. Personal and Ubiquitous Computing 14, 5 (2010), 385–396. https://doi.org/10.1007/s00779-009-0264-1Google Scholar
Digital Library
- Paulo Blikstein. 2013. Digital fabrication and ‘making’in education: The democratization of invention. FabLabs: Of machines, makers and inventors 4, 1 (2013), 1–21. https://doi.org/10.14361/transcript.9783839423820.203Google Scholar
- Paulo Blikstein. 2013. Gears of our Childhood: Constructionist toolkits, robotics, and physical computing, past and future. ACM International Conference Proceeding Series (2013), 173–182. https://doi.org/10.1145/2485760.2485786Google Scholar
Digital Library
- Neil C.C. Brown, Sue Sentance, Tom Crick, and Simon Humphreys. 2014. Restart: The resurgence of computer science in UK schools. ACM Transactions on Computing Education 14, 2 (2014), 1–22. https://doi.org/10.1145/2602484Google Scholar
Digital Library
- Kayla DesPortes, Monet Spells, and Betsy DiSalvo. 2016. Interdisciplinary Computing and the Emergence of Boundary Objects: A Case-Study of Dance and Technology. Singapore: International Society of the Learning Sciences.Google Scholar
- Paul Dourish. 2004. Where the action is: the foundations of embodied interaction. MIT press.Google Scholar
Digital Library
- Paul Dourish. 2017. The Stuff of Bits: An Essay on the Materialities of Information. The MIT Press.Google Scholar
- Michail N. Giannakos, Letizia Jaccheri, and Roberta Proto. 2013. Teaching Computer Science to Young Children through Creativity: Lessons Learned from the Case of Norway. In Proceedings of the 3rd Computer Science Education Research Conference on Computer Science Education Research (Arnhem, Netherlands) (CSERC ’13). Open Universiteit, Heerlen, Heerlen, NLD, 103–111. https://doi.org/10.5555/2541917.2541927Google Scholar
Digital Library
- Anuradha A. Gokhale. 1995. Collaborative Learning Enhances Critical Thinking. Journal of Technology Education 7, 1 (1995), 22–30. https://doi.org/10.21061/jte.v7i1.a.2Google Scholar
Cross Ref
- Tom Hitron, Idan David, Netta Ofer, Andrey Grishko, Iddo Yehoshua Wald, Hadas Erel, and Oren Zuckerman. 2018. Digital Outdoor play: Benefits and risks from an interaction design perspective. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–13. https://doi.org/10.1145/3173574.3173858Google Scholar
Digital Library
- Tom Hitron, Yoav Orlev, Iddo Wald, Ariel Shamir, Hadas Erel, and Oren Zuckerman. 2019. Can children understand machine learning concepts? The effect of uncovering black boxes. Conference on Human Factors in Computing Systems - Proceedings (2019), 1–11. https://doi.org/10.1145/3290605.3300645Google Scholar
Digital Library
- Michael S Horn and Robert J K Jacob. 2007. Tangible Programming in the Classroom with Tern. In CHI ’07 Extended Abstracts on Human Factors in Computing Systems(CHI EA ’07). Association for Computing Machinery, New York, 1965–1970. https://doi.org/10.1145/1240866.1240933Google Scholar
Digital Library
- Peter Hubwieser, Michail N. Giannakos, Marc Berges, Torsten Brinda, Ira Diethelm, Johannes Magenheim, Yogendra Pal, Jana Jackova, and Egle Jasute. 2015. A global snapshot of computer science education in K-12 schools. ITiCSE-WGP 2015 - Proceedings of the 2015 ITiCSE Conference on Working Group Reports (2015), 65–83. https://doi.org/10.1145/2858796.2858799Google Scholar
Digital Library
- Robert J K Jacob, Audrey Girouard, Leanne M Hirshfield, Michael S Horn, Orit Shaer, Erin Treacy Solovey, and Jamie Zigelbaum. 2008. Reality-Based Interaction: A Framework for Post-WIMP Interfaces. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’08). Association for Computing Machinery, New York, 201–210. https://doi.org/10.1145/1357054.1357089Google Scholar
Digital Library
- Yasmin B Kafai, Kylie A Peppler, Quinn Burke, Michael Moore, and Diane Glosson. 2010. Fröbel’s forgotten gift: textile construction kits as pathways into play, design and computation. In Proceedings of the 9th International Conference on Interaction Design and Children. 214–217. https://doi.org/10.1145/1810543.1810574Google Scholar
Digital Library
- Susan Lechelt, Yvonne Rogers, and Nicolai Marquardt. 2020. Coming to your senses: Promoting critical thinking about sensors through playful interaction in classrooms. Proceedings of the Interaction Design and Children Conference, IDC 2020 (2020), 11–22. https://doi.org/10.1145/3392063.3394401Google Scholar
Digital Library
- Zuzanna Lechelt, Yvonne Rogers, Nicolai Marquardt, and Frederick Brudy. 2017. MakeMe, CodeMe, ConnectUs: Learning digital fluency through tangible Magic Cubes Abstract. In ETIS 2017: 3rd European Tangible Interaction Studio.Google Scholar
- Zuzanna Lechelt, Yvonne Rogers, Nicola Yuill, Lena Nagl, Grazia Ragone, and Nicolai Marquardt. 2018. Inclusive computing in special needs classrooms: Designing for all. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–12. https://doi.org/10.1145/3173574.3174091Google Scholar
Digital Library
- Eunkyoung Lee, Yasmin Kafai, Veena Vasudevan, and Richard Davis. 2014. Playing in the Arcade: Designing Tangible Interfaces with MaKey MaKey for Scratch Games. 277–292. https://doi.org/10.1007/978-981-4560-96-2_13Google Scholar
- Victor R. Lee and Joel Drake. 2013. Quantified recess: Design of an activity for elementary students involving analyses of their own movement data. ACM International Conference Proceeding SeriesIdc (2013), 273–276. https://doi.org/10.1145/2485760.2485822Google Scholar
Digital Library
- Robb Lindgren and Mina Johnson-Glenberg. 2013. Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality. Educational researcher 42, 8 (2013), 445–452. https://doi.org/10.3102/0013189X13511661Google Scholar
Cross Ref
- Edward Melcer. 2017. Moving to Learn: Exploring the Impact of Physical Embodiment in Educational Programming Games. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems(CHI EA ’17). Association for Computing Machinery, New York, NY, USA, 301–306. https://doi.org/10.1145/3027063.3027129Google Scholar
Digital Library
- Netta Ofer, Idan David, Hadas Erel, and Oren Zuckerman. 2019. Coding for outdoor play: A coding platform for children to invent and enhance outdoor play experiences. Conference on Human Factors in Computing Systems - Proceedings (2019). https://doi.org/10.1145/3290605.3300394Google Scholar
Digital Library
- Sara Price and Yvonne Rogers. 2004. Let’s get physical: The learning benefits of interacting in digitally augmented physical spaces. Computers & Education 43, 1-2 (2004), 137–151. https://doi.org/10.1016/j.compedu.2003.12.009Google Scholar
Digital Library
- Jessica Roberts, Leilah Lyons, Francesco Cafaro, and Rebecca Eydt. 2014. Interpreting data from within: Supporting humandata interaction in museum exhibits through perspective taking. In Proceedings of the 2014 conference on Interaction design and children. 7–16. https://doi.org/10.1145/2593968.2593974Google Scholar
Digital Library
- Yvonne Rogers, William R Hazlewood, Paul Marshall, Nick Dalton, and Susanna Hertrich. 2010. Ambient Influence: Can Twinkly Lights Lure and Abstract Representations Trigger Behavioral Change?. In Proceedings of the 12th ACM International Conference on Ubiquitous Computing(UbiComp ’10). Association for Computing Machinery, New York, 261–270. https://doi.org/10.1145/1864349.1864372Google Scholar
Digital Library
- Y. Rogers, S. Price, G. Fitzpatrick, R. Fleck, E. Harris, H. Smith, C. Randell, H. Muller, C. O’malley, D. Stanton, M. Thompson, and M. Weal. 2004. Ambient wood: Designing new forms of digital augmentation for learning outdoors. Proceedings of the 2004 Conference on Interaction Design and Children: Building a Community, IDC 2004(2004), 3–10. https://doi.org/10.1145/1017833.1017834Google Scholar
Digital Library
- Yvonne Rogers, Venus Shum, Nicolai Marquardt, Susan Lechelt, Rose Johnson, Howard Baker, and Matt Davies. 2017. From the BBC Micro to micro: Bit and beyond: A British innovation. Interactions 24, 2 (2017), 74–77. https://doi.org/10.1145/3029601Google Scholar
Digital Library
- Yvonne Rogers, Ian Taylor, Danae Stanton, Claire O’Malley, Greta Corke, Silvia Gabrielli, Mike Scaife, Eric Harris, Ted Phelps, Sara Price, Hilary Smith, Henk Muller, Cliff Randell, and Andrew Moss. 2002. Things aren’t what they seem to be. (2002), 373. https://doi.org/10.1145/778757.778766Google Scholar
- Daniela K. Rosner. 2012. The material practices of collaboration. Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW (2012), 1155–1164. https://doi.org/10.1145/2145204.2145375Google Scholar
Digital Library
- Sue Sentence, Jane Waite, Steve Hodges, Emily Macleod, and Lucy Yeomans. 2017. Creating cool stuff” - Pupils’ experience of the BBC micro:bit. Proceedings of the Conference on Integrating Technology into Computer Science Education, ITiCSESeptember 2014 (2017), 531–536. https://doi.org/10.1145/3017680.3017749Google Scholar
Digital Library
- Tiffanie R Smith and Juan E Gilbert. 2018. Dancing to design: a gesture elicitation study. In Proceedings of the 17th ACM Conference on Interaction Design and Children. 638–643. https://doi.org/10.1145/3202185.3210790Google Scholar
Digital Library
- Emilia Sobolewska. 2017. Tailoring methodological bricolage to investigate non-discretionary use of digital technology. Electronic Visualisation and the Arts (EVA 2017) (2017), 1–11. https://doi.org/10.14236/ewic/HCI2017.49Google Scholar
- Anna Vallg\rarda and Ylva Fernaeus. 2015. Interaction Design as a Bricolage Practice. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction(TEI ’15). Association for Computing Machinery, New York, 173–180. https://doi.org/10.1145/2677199.2680594Google Scholar
Digital Library
- Benjamin Wohl, Barry Porter, and Sarah Clinch. 2015. Teaching computer science to 5-7 year-Olds: An initial study with scratch, Cubelets and unplugged computing. ACM International Conference Proceeding Series 09-11-Nove (2015), 55–60. https://doi.org/10.1145/2818314:2818340Google Scholar
Cross Ref
Recommendations
Supporting K-12 computer science education
The Computer Science Teachers Association (CSTA) supports and promotes the teaching of computer science and other computing disciplines at the K-12 educational level. During this presentation we will explore the issues for K-12 computer teachers, the ...
Computer science-education outreach: an interdisciplinary collaboration (abstract only)
SIGCSE '13: Proceeding of the 44th ACM technical symposium on Computer science educationA recent focus in CS education has been at the K-12 level, developing CS and computational thinking skills. Oftentimes CS programs find it difficult to get into schools. At St. Scholastica a unique partnership exists between CS and Education. Together ...
Sharing computer science education ideas: Israeli-Russian collaboration
This article describes a unique Israeli-Russian project, in which Israeli high school computer science (CS) teachers promote curricular reform in the Russian region of Penza, based on the Israeli high school CS curriculum. The reform involves local ...






Comments