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TACTOPI: a Playful Approach to Promote Computational Thinking for Visually Impaired Children

Published: 29 October 2020 Publication History

Abstract

The usage of playful activities is common in introductory programming settings. There is normally a virtual character or a physical robot that has to collect items or reach a goal within a map. Visually, these activities tend to be exciting enough to maintain children engaged: there is constant feedback about the actions being performed, and the virtual environments tend to be stimulating and aesthetically pleasant. Conversely, in adaptations for visually impaired children, these environments tend to become poorer, damaging the story at the cost of the programming actions and its dull mechanics (e.g., place a arrow block to move the character forward). In this paper, we present TACTOPI, a playful environment designed from the ground up to be rich in both its story (a nautical game) and its mechanics (e.g., a physical robot-boat controlled with a 3D printed wheel), tailored to promote computational thinking at different levels (4 to 8 years old). This poster intends to provoke discussion and motivate accessibility researchers that are interested in computational thinking to make playfulness a priority.

References

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Alissa N. Antle. 2007. The CTI Framework: Informing the Design of Tangible Systems for Children. In Proceedings of the 1st International Conference on Tangible and Embedded Interaction (Baton Rouge, Louisiana) (TEI ’07). Association for Computing Machinery, New York, NY, USA, 195–202. https://doi.org/10.1145/1226969.1227010
[2]
Valerie Barr and Chris Stephenson. 2011. Bringing Computational Thinking to K-12: What is Involved and What is the Role of the Computer Science Education Community?ACM Inroads 2, 1 (Feb. 2011), 48–54. https://doi.org/10.1145/1929887.1929905
[3]
Marina U Bers. 2018. Coding as a playground: Programming and computational thinking in the early childhood classroom.New York: Routledge).
[4]
S. Diefenbach and D. Ullrich. 2015. An Experience Perspective on Intuitive Interaction: Central Components and the Special Effect of Domain Transfer Distance. Interacting with Computers 27, 3 (2015), 210–234.
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Thea Ionescu and Dermina Vasc. 2014. Embodied Cognition: Challenges for Psychology and Education. Procedia - Social and Behavioral Sciences 128 (2014), 275 – 280. https://doi.org/10.1016/j.sbspro.2014.03.156 International Conference: EDUCATION AND PSYCHOLOGY CHALLENGES - TEACHERS FOR THE KNOWLEDGE SOCIETY – 2nd EDITION EPC – TKS 2013.
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David Kirsh. 2013. Embodied Cognition and the Magical Future of Interaction Design. ACM Trans. Comput.-Hum. Interact. 20, 1, Article 3 (April 2013), 30 pages. https://doi.org/10.1145/2442106.2442109
[7]
Oussama Metatla, Sandra Bardot, Clare Cullen, Marcos Serrano, and Christophe Jouffrais. 2020. Robots for Inclusive Play: Co-Designing an Educational Game With Visually Impaired and Sighted Children. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI ’20). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3313831.3376270
[8]
Ana Cristina Pires, Filipa Rocha, Antonio José de Barros Neto, Hugo Simão, Hugo Nicolau, and Tiago Guerreiro. 2020. Exploring Accessible Programming with Educators and Visually Impaired Children. In Proceedings of the Interaction Design and Children Conference (London, United Kingdom) (IDC ’20). Association for Computing Machinery, New York, NY, USA, 148–160. https://doi.org/10.1145/3392063.3394437

Cited By

View all
  • (2024)“Storytelling and Educational Robotics: A scoping review (2004-2024)”Computers & Education10.1016/j.compedu.2024.105186(105186)Online publication date: Nov-2024
  • (2023)Bringing Computational Thinking to Life Through PlayDesign, Learning, and Innovation10.1007/978-3-031-31392-9_9(95-112)Online publication date: 30-Apr-2023
  • (2022)Addressing Accessibility Barriers in Programming for People with Visual Impairments: A Literature ReviewACM Transactions on Accessible Computing10.1145/350746915:1(1-26)Online publication date: 21-Mar-2022
  • Show More Cited By

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            Published In

            cover image ACM Conferences
            ASSETS '20: Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility
            October 2020
            764 pages
            ISBN:9781450371032
            DOI:10.1145/3373625
            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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            New York, NY, United States

            Publication History

            Published: 29 October 2020

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            Author Tags

            1. computational thinking
            2. play
            3. robots
            4. visually impaired children

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            • Poster
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            • Refereed limited

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            • Fundação para a Ciência e a Tecnologia

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            ASSETS '20
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            ASSETS '20 Paper Acceptance Rate 46 of 167 submissions, 28%;
            Overall Acceptance Rate 436 of 1,556 submissions, 28%

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            Cited By

            View all
            • (2024)“Storytelling and Educational Robotics: A scoping review (2004-2024)”Computers & Education10.1016/j.compedu.2024.105186(105186)Online publication date: Nov-2024
            • (2023)Bringing Computational Thinking to Life Through PlayDesign, Learning, and Innovation10.1007/978-3-031-31392-9_9(95-112)Online publication date: 30-Apr-2023
            • (2022)Addressing Accessibility Barriers in Programming for People with Visual Impairments: A Literature ReviewACM Transactions on Accessible Computing10.1145/350746915:1(1-26)Online publication date: 21-Mar-2022
            • (2022)Design Factors Affecting the Social Use of Programmable Robots to Learn Computational Thinking in KindergartenProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529745(422-429)Online publication date: 27-Jun-2022
            • (2022)Understanding Tabletop Games Accessibility: Exploring Board and Card Gaming Experiences of People who are Blind and Low VisionProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501327(1-17)Online publication date: 13-Feb-2022
            • (2022)Tac-Trace: A Tangible User Interface-Based Solution for Teaching Shape Concepts to Visually Impaired ChildrenIEEE Access10.1109/ACCESS.2022.322845510(131153-131165)Online publication date: 2022
            • (2022)Auditory and haptic feedback to train basic mathematical skills of children with visual impairmentsBehaviour & Information Technology10.1080/0144929X.2022.206086042:8(1081-1109)Online publication date: 1-May-2022
            • (2022)Learning maths with a tangible user interfaceInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10038232:COnline publication date: 1-Jun-2022
            • (2021)Enabling meaningful use of AI-infused educational technologies for children with blindness: Learnings from the development and piloting of the PeopleLens curriculumProceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3441852.3471210(1-13)Online publication date: 17-Oct-2021
            • (2021)A Tangible Block Editor for the Scratch Programming LanguageExtended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411763.3451833(1-6)Online publication date: 8-May-2021
            • Show More Cited By

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