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Tangicons 3.0: an educational non-competitive collaborative game

Published: 12 June 2012 Publication History

Abstract

In this paper we present Tangicons 3.0, an educational game for children between the ages of 6 and 9. Tangicons foster algorithmic construction and reasoning as well as discussions among the players. In contradiction to other collaborative educational games Tangicons intend to avoid competition between children in favor for a strictly collaborative process. Children learn to solve problems together by manipulating physical objects that communicate with each other in order to move virtual characters on a map. This requires a high degree of abstraction. To sustain concentration and motivation, the game also includes playful elements as well as fine and gross motor activity. The focus of the investigation, however, will be the logical-abstract thinking of children. This new version of Tangicons is build with Sifteo cubes as the base technology and a computer for the output on a larger display and sound.

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Winkler T., Scharf F., Peters J., Herczeg M. (2011). Tangicons - Programmieren im Kindergarten. In Eibl, M & Ritter, M (Eds.) Workshop-Proceedings der Tagung Mensch & Computer 2011 - ü& Computer 2011 - üüberMEDIEN ÜBERmorgen. Universitätsverl. Chemnitz. 23--24.
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      cover image ACM Other conferences
      IDC '12: Proceedings of the 11th International Conference on Interaction Design and Children
      June 2012
      399 pages
      ISBN:9781450310079
      DOI:10.1145/2307096
      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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      Published: 12 June 2012

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      Author Tags

      1. ambient learning spaces
      2. educational game
      3. learning
      4. tangible programming
      5. tangible user interface
      6. tangibles
      7. tangicons
      8. visual programming

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      • IMIS

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      Cited By

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      • (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)Child–Computer InteractionInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10039832:COnline publication date: 1-Jun-2022
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      • (2016)Of Elephants and Nested LoopsProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930678(137-146)Online publication date: 21-Jun-2016
      • (2016)A Tangible Embedded Programming System to Convey Event-Handling ConceptProceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2839462.2839491(133-140)Online publication date: 14-Feb-2016
      • (2016)A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) EducationHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-52-8_32-1(1-22)Online publication date: 12-Feb-2016
      • (2016)A Tangible Serious Game Approach to Science, Technology, Engineering, and Mathematics (STEM) EducationHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_32(571-592)Online publication date: 10-Aug-2016
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