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Embodied programming with visual and tangible representations

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Title: Embodied programming with visual and tangible representations


1
Embodied programming with visual and tangible
representations
  • Jakob Tholander
  • Ylva Fernaeus
  • The Kids group Department of Computer and Systems
    Sciences
  • Stockholm University/Royal Institute of
    Technology
  • www.dsv.su.se/research/kids
  • jakobth_at_dsv.su.se
  • ylva_at_dsv.su.se

2
Projects
  • Splash Games, programming and learning in
    schools and homes
  • Weblabs New representational infrastructures
    for learning in science and mathematics
    executable models that children share over the
    web
  • ? Yishay Mor on Friday www.weblabs.org.uk

3
Our research interests
  • To understand childrens interaction and and
    learning in construction and programming
    activities, in particular the role played by
    representations and external artefacts
  • To develop methods for collaborative
    programming and constructions activities
  • To develop and refine programming tools based on
    insights from empirical work

4
Our pedagogical approaches
Collaboration
Kids own creations
New programming representations
Webbased sharing and discussion of working models
5
The Paper
6
Representations for learning
  • A move towards the concrete
  • Graphical user interfaces
  • Tangible interaction
  • Animations
  • Graphs
  • ? What is the relation between (alternative)
    representations and theoretical and conceptual
    aspects of learning?

7
Representations of computer programs
AgentSheets (graphical rules)
  • Logo (textual)
  • to go
  • fd 1
  • ifelse pc black
  • stamp color
  • rt 90
  • stamp black
  • lt 90
  • end

ToonTalk (animated)
8
The question of the present study
  • What are these programming representations?
  • Simplifications of programs
  • Easier ways to construct programs
  • Easier ways to learn programming concepts
  • or
  • Alternative representations of programs and
    programming concepts (not better, easier, or
    faster etc)
  • ? What possible consequences can we see from such
    a view with respect to interaction and learning?

9
Embodied programming
  • Embodied Interaction, Dourish (2001)
  • Embodied Reference, Heath Hindmarsh (2000)
  • Embodied Social Interaction, Goodwin (2000)
  • We introduce the term to
  • emphasise that programming with visual and
    tangible forms of representations allows people
    to involve bodily actions such as pointing and
    gesture in a more direct sense in their meaning
    making practices

10
Three micro-analytic investigations of
childrens programming with animated and tangible
representations
Pointing and gesturing outside the computer
Pointing and gesturing inside the computer
Social representation of program elements
11
Sam and Jakob
Play movie!
12
Pointing and gesturing in interactions with and
through visual and animated programming
representations
Deictic references
Discussing dynamics by combining talk and gesture
Referencing program elements by pointing
13
Explains and negotiates with gesture and
static representation
Refining ideas
14
Discussion
  • Three issues
  • Programming primarily as a mental activity?
  • Knowing in tool-intense activites?
  • Interpreting learning from embodied forms of
    interaction?

15
Programming primarily as a mental activity?
  • Visual and tangible programming representations
    reduce the complexity of programming in terms of
    not having to memorize a complex programming
    syntax, and not having to compose and interpret
    algorithm structures.
  • Instead, sense making practice is shifted to
    emphasize embodied and physical thinking and
    action when programming.
  • This stands in strong contrast to the traditional
    conception of programming as a cognitive activity
    where the prime of the action goes on within the
    minds of the participating individuals.

16
Knowing in (and out of) tool-intense activites?
  • Our analysis shows the problem of separating
    mastery of tools from domain-specific
    (theoretical or conceptual) learning.
  • An important assumption we see in much learning
    research is that knowing (still) is viewed as
    closely connected to verbal articulation, while
    non-verbal action is secondary to the process of
    knowing
  • We argue that embodied and enacted forms of
    interaction in tool-intense activities need to be
    recognized as just as important parts to learning
    processes as are verbalizations of knowledge.

17
Interpreting learning from embodied forms of
interaction
  • As new forms of representing and expressing
    knowledge evolve, the actual content of what is
    expressed and communicated will change. We find
    that this point has largely been overlooked in
    the discussions regarding new representational
    forms for learning.
  • But, practical activity in a domain is (still
    often) viewed as something different than
    learning its theoretical content. Hence, gaining
    theoretical knowledge would require other non
    practical kinds of activities, whatever those
    might be.
  • Attempting to have students develop knowledge
    that is detached from the representational tools
    they rely upon, is not in line with a perspective
    on learning that emphasizes the fundamental
    relationship between people, activities, and
    artefacts in processes of knowing.

18
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