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Constructionist Gaming Beyond the Screen: Middle School Students' Crafting and Computing of Touchpads, Board Games, and Controllers

Published: 09 November 2015 Publication History

Abstract

Approaches to constructionist gaming---students making their own games for learning through programming---have mostly focused on screen designs. Hybrid crafting approaches that integrate crafts with digital components can extend game making beyond the screen and provide new opportunities for learning about computational concepts, skills, and perspectives. In this paper, we report on a series of workshops with middle school students (ages 11-14 years) who used Makey Makey, Play Doh, textiles and other materials to craft touchpads, augmented board games, and wearable controllers for their Scratch games. We examined students' approaches to computing and crafting in their onscreen and off screen designs. We discuss in which ways constructionist gaming can benefit from extending their designs into the physical world and what moving constructionist gaming beyond the screen has to offer for K-12 programming instruction.

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  • (2023)MoveToCode: An Embodied Augmented Reality Visual Programming Language with an Autonomous Robot Tutor for Promoting Student Programming Curiosity2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)10.1109/RO-MAN57019.2023.10309312(2533-2540)Online publication date: 28-Aug-2023
  • (2023)Effects of interactive unplugged programming activities on computational thinking skills and student engagement in elementary educationEducation and Information Technologies10.1007/s10639-023-11634-728:9(12293-12318)Online publication date: 9-Mar-2023
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cover image ACM Other conferences
WiPSCE '15: Proceedings of the Workshop in Primary and Secondary Computing Education
November 2015
149 pages
ISBN:9781450337533
DOI:10.1145/2818314
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 ACM 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]

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New York, NY, United States

Publication History

Published: 09 November 2015

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Author Tags

  1. Controllers
  2. Game Design
  3. MaKey MaKey
  4. Maker Activities
  5. Scratch
  6. Tangible Designs
  7. Wearables

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WiPSCE '15

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Overall Acceptance Rate 104 of 279 submissions, 37%

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Cited By

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  • (2024)The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary SchoolEducation Sciences10.3390/educsci1408083314:8(833)Online publication date: 31-Jul-2024
  • (2023)MoveToCode: An Embodied Augmented Reality Visual Programming Language with an Autonomous Robot Tutor for Promoting Student Programming Curiosity2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)10.1109/RO-MAN57019.2023.10309312(2533-2540)Online publication date: 28-Aug-2023
  • (2023)Effects of interactive unplugged programming activities on computational thinking skills and student engagement in elementary educationEducation and Information Technologies10.1007/s10639-023-11634-728:9(12293-12318)Online publication date: 9-Mar-2023
  • (2023)Digital Fabrication in Arts and Crafts Education: A Critical ReviewLearning and Collaboration Technologies10.1007/978-3-031-34411-4_44(642-657)Online publication date: 23-Jul-2023
  • (2023)Developing Computational Thinking Practices in Primary Education. Outcomes from a School-Year Instructional InterventionTechnology and Innovation in Learning, Teaching and Education10.1007/978-3-031-22918-3_27(354-369)Online publication date: 1-Jan-2023
  • (2022)Identifying Game Mechanics for Integrating Fabrication Activities within Existing Digital GamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517721(1-13)Online publication date: 29-Apr-2022
  • (2022)Playce-making: transformation of space in a participatory game design project within a Canadian junior high schoolLearning, Media and Technology10.1080/17439884.2022.205976448:3(387-400)Online publication date: 4-Apr-2022
  • (2022)Developing K-12 students’ programming ability: A systematic literature reviewEducation and Information Technologies10.1007/s10639-022-10891-227:5(7059-7097)Online publication date: 1-Feb-2022
  • (2021)Principles to facilitate design-based learning environments for programming in secondary education while making learning visible in an authentic wayProceedings of the 21st Koli Calling International Conference on Computing Education Research10.1145/3488042.3488067(1-10)Online publication date: 17-Nov-2021
  • (2021)Learning through Interactive Artifacts: Personal Fabrication using Electrochromic Displays to Remember Atari Women ProgrammersEntertainment Computing10.1016/j.entcom.2021.100464(100464)Online publication date: Oct-2021
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