用随机积木和物理游戏来促进不守规矩的编程

Amon Millner, Allison Busa, Bryanne Leeming
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引用次数: 2

摘要

本文介绍了旨在促进主动STEM游戏的Unruly Splats平台。我们总结了塑造其当前原型的设计考虑。“Unruly Splats”是一组一英尺大小的地板按钮,根据6岁及以上的学习者在平板电脑或电脑上使用基于块的编程环境编写的程序,这些按钮会发光、感应压力并发出声音。我们将以打地鼠游戏为例讨论该系统的运作方式。本文说明了程序和splat连接的方式,以允许低门槛进入编码体验,同时支持无数的编程可能性。我们讨论了“选择随机数”块在创造具有挑战性和协作性的体验中所扮演的角色,并通过与早期用户的互动观察得出结论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Promoting unruly programming with random blocks and physical play
This paper presents the Unruly Splats platform designed to promote active STEM play. We summarize design considerations that shaped its current prototype. Unruly Splats are a set of foot-sized floor buttons that light up, sense pressure, and make sounds, according to programs that learners age 6 and up create using a blocks-based programming environment on their tablets or computers. We discuss how the system works using a game in the whack-a-mole genre. The paper illustrates the ways in which programs and Splats connect, to allow for a low-barrier to entry into coding experiences while supporting a myriad of programming possibilities. We discuss the role that the “pick random number” block plays in creating challenging and collaborative experiences and conclude with observations from interactions with early users.
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