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PhidgetLab: crossing the border from virtual to real-world objects

Published: 26 June 2010 Publication History

Abstract

Teaching pupils the ideas behind objects in programming languages can be difficult since these concepts are mostly abstract and not comprehensible at first sight. Etoys as a visual programming environment counters such issues by introducing visible objects and simple tiles for programming them. However, all of these objects can only be experienced virtually on the screen. This paper presents PhidgetLab, a programming environment for electronic components (Phidgets) realised on top of the Etoys environment. PhidgetLab helps crossing the border from virtual to real-world objects. Pupils interact with tangible objects that are seamlessly connected to the digital world. PhidgetLab was evaluated in a case study with 22 pupils, following the principles of the Design Thinking methodology and comprised the realisation of five prototypes within a short period of time.

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Cited By

View all
  • (2016)DECOProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901893(435-446)Online publication date: 4-Jun-2016
  • (2015)TanProStoryProceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2702613.2732806(1001-1006)Online publication date: 18-Apr-2015
  • (2015)The Kitsch-InstrumentProceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2677199.2680593(141-144)Online publication date: 15-Jan-2015

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Published In

cover image ACM Conferences
ITiCSE '10: Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
June 2010
344 pages
ISBN:9781605588209
DOI:10.1145/1822090
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Bilkent University: Bilkent University

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 June 2010

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Author Tags

  1. design thinking
  2. etoys
  3. phidgetlab
  4. phidgets
  5. squeak

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ITiCSE '10
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Overall Acceptance Rate 552 of 1,613 submissions, 34%

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Cited By

View all
  • (2016)DECOProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901893(435-446)Online publication date: 4-Jun-2016
  • (2015)TanProStoryProceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems10.1145/2702613.2732806(1001-1006)Online publication date: 18-Apr-2015
  • (2015)The Kitsch-InstrumentProceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/2677199.2680593(141-144)Online publication date: 15-Jan-2015

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