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The building blocks of coding: a comparison of early childhood coding toys

机译:编码的基本要素:幼儿编码玩具的比较

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Purpose - This paper aims to be a think piece that promotes discussion around the design of coding toys for children. In particular, the authors examine three different toys that have some sort of block-based coding interface. The authors juxtapose three different design features and the demands they place on young children learning to code. To examine the toys, the authors apply a framework developed based on Gibson's theory of affordances and Palmer's external representations. The authors look specifically at the toys: interface design, intended play scenario and representational conventions for computational ideas. Design/methodology/approach - As a research team, the authors have been playing with toys, observing their own children play with the toys and using them in kindergarten classrooms. In this paper, the authors reflect specifically on the design of the toys and the demands they place on children.Findings - The authors make no claims about whether one toy/design approach is superior to another.However, the differences that the authors articulate should serve as a provocation for researchers and designers to be mindful about what demands and expectations they place on young children as they learn to code and use code to learn in any given system. Research limitations/implications - As mentioned above, the authors want to start a discussion about design of these toys and how they shape children's experience with coding. Originality/value - There is a push to get coding and computational thinking into K-12, but there is not enough research on what this looks like in early childhood. Further, while research is starting to emerge on block-based programming vs text-based for older children and adults, little research has been done on the representational form of code for young children. The authors hope to start a discussion on design of coding toys for children.
机译:目的-本文旨在成为一个思维片,促进围绕儿童编码玩具设计的讨论。特别是,作者研究了三种具有某种基于块的编码接口的不同玩具。作者并列了三种不同的设计功能以及它们对幼儿学习编码的要求。为了检查这些玩具,作者使用了一个基于吉布森的负担能力理论和帕尔默的外部表示形式开发的框架。作者专门研究玩具:界面设计,预期的游戏场景和计算思想的表示形式。设计/方法/方法-作为研究小组,作者一直在玩玩具,观察自己的孩子在玩玩具,并在幼儿园的教室中使用它们。在本文中,作者专门针对玩具的设计及其对儿童的要求进行了反思。发现-作者对一种玩具/设计方法是否优于另一种玩具/设计方法没有主张,但是作者应阐明其差异。促使研究人员和设计人员注意幼儿在任何给定系统中学习编码和使用代码进行学习时对幼儿的需求和期望。研究局限性/含义-如上所述,作者希望开始讨论这些玩具的设计以及它们如何塑造儿童的编码体验。原创性/价值-推动将编码和计算思想纳入K-12的努力,但是对于这种形式在儿童早期的表现还没有足够的研究。此外,尽管针对年龄较大的儿童和成人的基于块的编程与基于文本的编程的研究开始出现,但针对幼儿的代码表示形式的研究很少。作者希望就儿童编码玩具的设计展开讨论。

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