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Engaging School Students with Tangible Devices: Pilot Project with .NET Gadgeteer

机译:使用有形设备吸引学校学生:.NET Gadgeteer试点项目

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One of the challenges to promoting computer science in schools is to create and retain interest in programming. We describe a pilot project for primary and secondary students in Macau to introduce .NET Gadgeteer, a rapid prototyping platform for building electronic devices. The aim of the yearlong project was to generate interest in building devices, while learning the basics of programming concepts. Our experience with the weekend workshops indicates that the hands-on approach helped to engage the students. Results from a survey of 155 students point to increased engagement through active learning and growing enthusiasm to learn programming. We report some issues that surfaced and give recommendations for teachers who wish to consider such devices for teaching programming to novices. We hope to further explore ways to incorporate learning programming through tangible devices in the curriculum in local schools.
机译:在学校中推广计算机科学的挑战之一是创建并保持对编程的兴趣。我们介绍了一个针对澳门中小学生的试点项目,以介绍.NET Gadgeteer,这是一种用于构建电子设备的快速原型开发平台。这个为期一年的项目的目的是在学习编程概念的基础的同时,引起人们对构建设备的兴趣。我们在周末研讨会上的经验表明,动手实践方法有助于吸引学生。一项针对155名学生的调查结果表明,通过积极学习和不断提高的学习编程热情,可以提高他们的参与度。我们报告了一些浮出水面的问题,并为希望对新手进行编程教学的老师们提供了建议。我们希望进一步探索通过有形设备将学习计划纳入当地学校课程的方法。

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