ACM 978-1-4503-1918-8/13/06. This paper describes a new paradigm as well as a new platform which have been developed to demonstrate new robotics and physical computing programming models that are now possible as a result of miniature single-board computers. Here we investigate new design opportunities that bring with them the ability to embed an entire computer, such as the Raspberry Pi, within an interactive project. We call our new platform the "embedded computer" model, and we utilize the proposed Pi-Topping framework to demonstrate several cases in which the platform has already been employed. The new platform consists of a hardware add-on for the Raspberry Pi and, to drive and program the platform, a modified version of the Scratch programming environment. Smartphones are used as a portable screen that offers a touch sensitive input capacity. Case studies that demonstrate the new design possibilities are then described.
Microcontroller-based or physical computing devices have been used in educational settings for many years for robotics, environmental sensing, scientific experimentation, and interactive art. In this paper, we discuss design principles underlying the several available platforms for physical computing, based on a historical analysis of the development of these devices, and data from workshops conducted with students. We evaluate two of the main frameworks for physical computing ("Cricket" model and "Breakout" model), discuss affordances of each platform, and propose a new software and hardware design for microcontroller - based platforms.
This paper introduces a new environment for programming robots and physical computing devices---the Spatial Computing Platform (SCP)---and compares it to a text-based programming environment (the Cricket Logo). The SCP simplifies the process of constructing conditional statements that link the robot's inputs and outputs together. It does this by providing the user with a virtual canvas that they can draw rectangles on using the mouse. Each rectangle represents a range of sensor values, and specific outputs can be assigned to each rectangle. When the sensor values enter into the specified range, the outputs will turn on. We designed a study with 60 youth to compare this environment to Cricket Logo, a well-known variant of Logo designed to control robotic devices. We found that participants using the spatial computing platform were able to build programs of higher complexity and make more changes to their programs over the course of an hour-long workshop.
Research on engaging young children in computer programming to develop high-level cognitive skills has suggested that debugging is among the most important actions leading to the development of logical thinking, problem solving, and social interaction skills. Although there have been a significant amount of studies done in this area, the debugging tools and techniques have been developed only as models and instructional methodologies outside of the tool itself. This work presents the design and analysis of debugging abilities embedded into a tangible programming system called Robo-Blocks. Students create a program by connecting physical command blocks, which then wirelessly controls the motion of a floor robot. Debugging is achieved by allowing children to run their program in a step-by-step manner and use passive objects to recognize and identify problems.
This paper presents a new framework to tackle the lack of technology availability in learning environments such as schools. The framework is based on the hypothesis that the commonly heard reasons for the scarcity of technology, such as high-cost and complicated budgeting models, are side effects of centralized management styles and an exaggerated belief in the mass-production mindset. The new framework emphasizes communities as producers of their own tools. The GoGo board, a computer-interfacing micro-controller board, is presented as an instantiation of the framework. Preliminary observations of the GoGo board usage and assembly by schoolteachers in Brazil are presented.
Although Artificial Intelligence (AI) is already being used in a variety of ways to support creativity and education, there are still limitations when it comes to understanding how AI becomes intelligent, its impacts and how to manipulate, tinker with and explore future uses. This work builds on the idea of “syntonicity” as a cognitive tool where learners benefit from their existing understanding of intelligence while learning about AI. This work presents a learning framework called “Neural Syntonicity” which describes the syntonic relationship between the student’s thoughts and reflections while learning how to use and train AI Image Recognition tools. In this project we: 1) developed a series of Machine Learning Image Recognition software tools that students can manipulate and tinker with, 2) developed a “microworld” of activities and learning materials that supports a conducive learning environment for students to learn about Image Recognition, and 3) developed scenarios that allow students to explore their own cognitive labels of visual Image Recognition while using these tools. The research also aims to help students uncover “Powerful Ideas” and learn technical knowledge in Artificial Intelligence like: prediction, data clustering, accuracy, data bias, training and societal impacts. Using a mixed methods approach of Design Based Research, we conducted studies with three different groups of students. Through the analysis, we found that all groups of students gained confidence with using AI, and learned new technical skills in AI. Students were also able to demonstrate through a variety of examples that bias is a factor that can be controlled in AI systems as well as in the human mind.
We present the RoBallet environment as an interesting area for learning in a variety of domains through augmenting performing arts with technology. In the RoBallet environment children choreograph dance movements while wearing sensors and wireless microcontroller boards as well as having more sensors and devices in the environment. The children build robots, and program them, animations, light, and music they compose to respond to their movements. We have a few primary goals in this endeavor; to open new areas for exploration, to use technology to augment expression, and to open creative and expressive uses of technology, mathematics and science to children who may otherwise have no interest. We describe a workshop we ran in conjunction with the National Dance Institute, discuss what we learned, and present our ideas for future development.
Amid today's explosion of cheap and abundant tools for Physical Computing, there is a serious neglect of design for learnability. This issue is especially important when Physical Computing is not used mainly to teach engineering skills but to foster creativity and innovation. This empirical study presents a design case study that took place while we were trying to figure out how to best integrate miniature computers like the Raspberry Pi into our "Programmable Brick" platform called the GoGo Board. Is it possible to make the new and complex functionalities, such as face detection and social media integration, learnable by beginners? The design choices show case the idea of selective exposure. This paper presents how our system works and we present a case study with secondary and high school students.