Title: Embodied programming with visual and tangible representations
1Embodied 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
2Projects
- 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
3Our 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
4Our pedagogical approaches
Collaboration
Kids own creations
New programming representations
Webbased sharing and discussion of working models
5The Paper
6Representations 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?
7Representations 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)
8The 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?
9Embodied 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
10Three 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
11Sam and Jakob
Play movie!
12Pointing 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
13Explains and negotiates with gesture and
static representation
Refining ideas
14Discussion
- Three issues
- Programming primarily as a mental activity?
- Knowing in tool-intense activites?
- Interpreting learning from embodied forms of
interaction?
15Programming 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.
16Knowing 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.
17Interpreting 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.
18More Discussion, Questions!