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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Let´s Make a Digital Patchwork : Designing for Childrens Creative Play with Digital Material

Fernaeus, Ylva January 2007 (has links)
<p>This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials.</p><p>Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface.</p><p>The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.</p>
2

Let's Make a Digital Patchwork : Designing for Childrens Creative Play with Programming Materials

Fernaeus, Ylva January 2007 (has links)
This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials. Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface. The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.
3

From Patchwork to Appliqué : Exploring Material Properties Through an Interaction Design Remake / Att återvinna ett koncept för programmeringslek : en undersökning av materialegenskaper inom interaktionsdesign

Bergsmark, Moa January 2017 (has links)
Materials and materiality in interaction design has become more and more important perspectives within the field. Material explorations of a specific material could contribute to this ongoing discussion. As means to investigate how material properties affect interactive qualities for a tangible interaction design, a remake of an existing design was created. The starting point for remake is a tangible programming space for children called Patcher where custom built RFID readers is interacted with. For this investigation, Android mobile phones with NFC readers is the material of choice when recreating the same concept. Design values in Patcher are identified as collaborative play and open-ended programming play. The creation process of Alfombra Applique, the remake, is presented, the design choices and how they relate to the shift of material. This leads to learnings regarding how material properties differ when using the prebuild product with a lot of design possibilities in relationship to custom built hardware. These learning can be summarized into three topics. (1) When using a prebuilt product as material there will be more limitations to how a designer can change the material, it can only be bent using software. (2) A consumer market product opens up to getting the artefact available to more users, but it could depend on how the product normally is used. (3) The designer and users will have a lot more preknowledge of the material whish gives implications on expectations. Also, the paper investigates how exploring materials and having a bricolage mindset made it possible to create a meaningful remake with other material of an existing design. It is concluded that the choice of materials and how designers work with their properties changes what is relevant and possible to design. / Inom forskningsfältet interaktionsdesign har diskussioner kring material och materialegenskaper blivit mer och mer viktigt. En typ av forskning som bidrar till denna diskussion är materialutforskningar. I denna artikel undersöks hur materialegenskaper påverkar designbeslut inom greppbar interaktionsdesign. Materialegenskapernas påverkan  undersöks genom att återvinna ett existerande koncept från fältet och återskapa detta med andra material. Förlagan, Patcher, är en matta för programmeringslek där barn interagerar med RFID-taggar som läses med RFID-läsare som designerna själva hade satt ihop från komponenter. I den nya prototypen användes istället Androidtelefoner utrustade med NFC-läsare och NFC-taggar för dessa att läsa av. Från Patcher behölls grundidén och två designvärderingar att ta med till den nya designprocessen, dels vikten av att uppmuntra till samarbete samt användarnas självständighet att hitta på regler och mål med leken. Den nya designen får namnet Alfombra Applique. Designen, designbesluten och hur de är relaterade till materialbytet presenteras. Detta leder till resultat angående hur materialegenskaperna mellan egenkonstruerad hårdvara och en färdigkomponerad produkt, som en mobiltelefon, skiljer sig åt. Dessa resultat summeras till tre punkter. (1) Att använda en färdig produkt i skapandet av den här typen av greppbar interaktionsdesign gör det svårare att modifiera materialet, det är bara möjligt med mjukvara. (2) Det finns potential att nå fler användare av greppbar interaktionsdesign när materialitet är existerande produkter som många redan äger. (3) Förväntningar på en design förändras när användare och designer har mer förförståelse för föremålet och dess förväntade användning. Förutom detta visas hur metoden för undersökandet av materialen inspirerat från bricolage som var viktig för designprocessen gjorde det möjligt att återskapa ett existerande koncept. Detta leder till slutsatsen att vilka material som används och hur designern arbetar med deras egenskaper förändrar vad som är relevant och vad som är möjligt att skapa inom interaktionsdesign.
4

La programmation informatique à l’école primaire : pratiques effectives de programmation et mobilisation d’habiletés de résolution collaborative de problèmes (RCP)

Parent, Simon 01 1900 (has links)
L’objectif de cette recherche doctorale est de décrire et comprendre les effets de la programmation informatique sur l’apprentissage et la mobilisation de compétences d’élèves du primaire. Notre intérêt pour ce phénomène se justifie sous deux considérations : d’abord, la programmation est une activité qui a connu une démocratisation au cours des dernières années, notamment dans le milieu scolaire. Puis, en ce qui concerne la résolution collaborative de problèmes (RCP), il s’agit de compétences appartenant à ce que certains appellent les compétences du 21e siècle (voir notamment Chalkiadaki, 2018; van Laar et al., 2017), et que d’autres appellent les compétences du futur (Conseil des compétences futures, 2020; Gouvernement du Canada, 2020). Les recherches empiriques menées en contextes authentiques de classe sont très peu nombreuses dans la littérature (Lye et Koh, 2014), ce qui atteste pour nous la nécessité de porter un regard contemporain et imprégné des nouvelles tendances technopédagogiques sur ce phénomène d’envergure internationale. Les principaux référents conceptuels sont associés au champ de l’apprentissage collaboratif à l’aide de l’ordinateur (en anglais le Computer-supported collaborative learning, CSCL), un champ dont nous citons plusieurs travaux réalisés dans les années 1990 (Koschmann et al., 1996; Scardamalia et Bereiter, 1994). Il nous a permis d’aborder les aspects techniques (programmation, ordinateur), sociaux (interactions, médiatisation) et pédagogiques (apprentissage, développement de compétences) du phénomène que nous souhaitions étudier. À l’aide d’un devis qualitatif et interprétatif de type étude de cas multiples, nous avons mis en place un scénario pédagogique dans trois écoles primaires au Québec. Amenant les élèves à découvrir graduellement les concepts fondamentaux de la programmation informatique, le scénario Deviens un maître NAO mise sur la programmation visuelle et tangible pour mobiliser, voire développer, un ensemble d’habiletés et de compétences, tant transversales que disciplinaires. Une série de 20 niveaux sont proposés aux élèves, qui doivent réaliser des programmes ayant pour but d’animer un robot humanoïde nommé NAO. Le premier cas a été observé dans une école alternative de Montréal. Les élèves (n=29) ont été séparés en équipes multiniveau, ce qui a amené la collaboration d’élèves d’âges et de niveaux scolaires différents. Les cas 2 à 5 ont été étudiés dans une école de Montréal et présentent des élèves de quatrième, cinquième et sixième année (n=70). Enfin, le dernier cas se situait dans une classe de cinquième année de la grande région de Québec (n=10). Plusieurs de ces élèves ont des difficultés d’apprentissage ou sont en situation de handicap. Nous avons observé les pratiques effectives de programmation ainsi que la mobilisation des compétences de RCP à l’aide d’un appareillage méthodologique considérable : (a) une caméra filmant l’activité des élèves dans leur environnement immédiat, (b) la caméra intégrée de l’ordinateur qui filmait le visage des élèves et leurs interactions verbales, et (c) l’enregistrement de l’écran d’ordinateur que les élèves utilisaient pour faire la programmation visuelle et tangible du robot NAO. Nous avons ensuite utilisé ce corpus de données vidéos pour déterminer une typologie des pratiques effectives de programmation d’élèves du primaire, pour créer une grille d’observation de la RCP à partir d’observations empiriques et authentiques et pour comprendre le processus de RCP dans le cadre d’une activité de programmation au primaire. Parmi les principaux résultats, nous proposons une typologie des pratiques de programmation visuelle fortement basée sur nos observations empiriques, ce qui l’ancre fortement dans la réalité du terrain de recherche. Puis, nous avons également été en mesure de concevoir une grille d’observation de la RCP en nous appuyant sur les travaux scientifiques antérieurs et, surtout, sur nos observations empiriques. Cette grille, présentant 3 dimensions et 15 indicateurs, permet d’observer les processus et habiletés mis en œuvre par les élèves de façon collaborative. Enfin, l’utilisation de cette grille a mené à l’analyse systématique et compréhensive de la façon dont les élèves parvenaient à compléter les activités de programmation de façon collaborative. Nous soulignons d’une part la prépondérance de certaines habiletés (échanges à propos du problème, attribution explicite ou implicite des rôles, vérification des solutions, etc.), et d’autre part la faible mobilisation d’habiletés comme l’adaptation des interventions, l’identification des forces et des faiblesses et la vérification des actions. / The objective of this doctoral research is to describe and understand the effects of computer programming on the learning and mobilization of skills of elementary school students. Our interest in this phenomenon is justified by two considerations: first, programming is an activity that has been democratized in recent years, especially in the school environment. Second, with respect to collaborative problem solving (CPS), these are skills that belong to what some call 21st century skills (see, for example, Chalkiadaki, 2018; van Laar et al., 2017), and others call future skills (Future Skills Council, 2020; Government of Canada, 2020). Empirical research conducted in authentic classroom contexts is very scarce in the literature (Lye and Koh, 2014), which attests to the need for us to take a contemporary look at this international phenomenon, infused with new techno-pedagogical trends. The main conceptual referents are associated with the field of Computer-supported collaborative learning (CSCL), a field from which we cite several studies conducted in the 1990s (Koschmann et al., 1996; Scardamalia and Bereiter, 1994). It allowed us to address the technical (programming, computer), social (interactions, mediatization) and pedagogical (learning, skill development) aspects of the phenomenon we wanted to study. Using a qualitative and interpretative multiple case study design, we implemented a pedagogical scenario in three elementary schools in Quebec. By gradually introducing students to the fundamental concepts of computer programming, the Become a NAO Master scenario relies on visual and tangible programming to mobilize and even develop a set of skills and competencies, both transversal and disciplinary. A series of 20 levels are offered to students, who must create programs to animate a humanoid robot named NAO. The first case was observed in an alternative school in Montreal. The students (n=29) were separated into multi-level teams, which led to the collaboration of students of different ages and grade levels. Cases 2-5 were studied in a Montreal school and featured students in grades 4, 5, and 6 (n=70). Finally, the last case was in a fifth grade class in the greater Quebec City area (n=10). Many of these students have learning difficulties or disabilities. We observed the effective programming practices as well as the mobilization of CPR skills using a considerable methodological apparatus. Indeed, for each team in each class, we had: (a) a camera filming students' activity in their immediate environment, (b) the computer's built-in camera that filmed students' faces and verbal interactions, and (c) the recording of the computer screen that students used to do the visual and tangible programming of the NAO robot. We then used this video data set to determine a typology of elementary students' effective programming practices, to create a CPS observation grid based on empirical and authentic observations, and to understand, using the created grid, the process of CPS in an elementary programming activity. Among the main results, we propose a typology of visual programming practices strongly based on our empirical observations, which anchors it strongly in the reality of the research field. Then, we were also able to design a CPS observation grid based on previous scientific works and, above all, on our empirical observations. This grid, presenting 3 dimensions and 15 indicators, allows us to observe the processes and skills implemented by the students in a collaborative manner. Finally, the use of this grid led to a systematic and comprehensive analysis of the way in which students managed to complete programming activities in a collaborative manner. On the one hand, we note the preponderance of certain skills (exchanges about the problem, explicit or implicit assignment of roles, verification of solutions, etc.), and on the other hand, the weak mobilization of skills such as adapting interventions, identifying strengths and weaknesses, and verifying actions.

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