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One Size Fits All: Designing for Socialization in Physical Computing

Published: 22 February 2019 Publication History

Abstract

National and state educational initiatives are increasingly prioritizing computer science and computational thinking as valued sets of skills and practices. However, despite ongoing efforts to broaden participation in computing, the field faces increasing underrepresentation of women and other racial and ethnic groups. In this paper, we argue that physical computing can provide rich, varied entryways into computing practices, and that kits that support social or collaborative use may be more compelling for underrepresented groups. We present the design of a scaled-up physical computing kit, called StegaCircuits, which we created to foster more social, exploratory introductions to computing. We present preliminary data collected during user tests at a Maker Faire that suggest StegaCircuits supports social introductions to physical computing through multi-user interaction. Finally, we highlight promising facets of the design that may positively impact cognitive and emotional responses to computing fields.

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Cited By

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  • (2024)Digital Fabrication als Brücke zwischen Making und InformatikMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung10.21240/mpaed/56/2024.02.05.X56(314-330)Online publication date: 5-Feb-2024
  • (2023)Examining middle school students’ attitudes toward computing after participating in a physical computing unitInteractive Learning Environments10.1080/10494820.2023.219432632:8(3948-3967)Online publication date: 28-Mar-2023
  • (2022)A screen-based or physical computing unit? Examining secondary students’ attitudes toward codingInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10054334:COnline publication date: 1-Dec-2022
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cover image ACM Conferences
SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science Education
February 2019
1364 pages
ISBN:9781450358903
DOI:10.1145/3287324
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 the author(s) 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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 February 2019

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Author Tags

  1. design
  2. physical computing
  3. socialization

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SIGCSE '19 Paper Acceptance Rate 169 of 526 submissions, 32%;
Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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Cited By

View all
  • (2024)Digital Fabrication als Brücke zwischen Making und InformatikMedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung10.21240/mpaed/56/2024.02.05.X56(314-330)Online publication date: 5-Feb-2024
  • (2023)Examining middle school students’ attitudes toward computing after participating in a physical computing unitInteractive Learning Environments10.1080/10494820.2023.219432632:8(3948-3967)Online publication date: 28-Mar-2023
  • (2022)A screen-based or physical computing unit? Examining secondary students’ attitudes toward codingInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10054334:COnline publication date: 1-Dec-2022
  • (2021)AccessibleCircuits: Adaptive Add-On Circuit Components for People with Blindness or Low VisionProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445690(1-14)Online publication date: 6-May-2021
  • (2021)Patches as an expressive medium for exploratory multi‐agent modellingBritish Journal of Educational Technology10.1111/bjet.1308752:3(1024-1042)Online publication date: 26-Apr-2021
  • (2020)Computational Thinking in Augmented Reality: An Investigation of Collaborative Debugging Practices2020 6th International Conference of the Immersive Learning Research Network (iLRN)10.23919/iLRN47897.2020.9155152(54-61)Online publication date: Jun-2020

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