Sökning: "Tangible programming"

Visar resultat 1 - 5 av 9 uppsatser innehållade orden Tangible programming.

  1. 1. From Abstract to Tangible : An Approach to Learning Loops in Programming

    Kandidat-uppsats, Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Författare :Thomas Bengtsson; [2023]
    Nyckelord :tangible tools; tangible computing; unplugged programming; programming; loops; mental models; metaphors.;

    Sammanfattning : This thesis seeks to advance interaction design practice by exploring the potential of interactive tangible prototypes to enhance university students' understanding of abstract programming structures, such as loops. It addresses prevalent challenges, including the difficulties students encounter when initially learning about loops, and scalability issues inherent in tangible teaching tools within this research area. LÄS MER

  2. 2. Codeinskij : Art and programming as part of young children’s creative exploration

    Master-uppsats, Umeå universitet/Designhögskolan vid Umeå universitet

    Författare :Camerin Paolo; [2021]
    Nyckelord :Interaction Desing; Programming; Children; Programming education; STEM; STEM education; STEAM; STEAM education; Digital art; digital art education; art; interactive experience; experience prototyping;

    Sammanfattning : This is a project that explores the realm of programming and art education for young children, trying to bring these two disciplines together in a fun and playful way. The aim is to allow children to express themselves creatively and at the same time explore and understand basic concepts of coding and programming. LÄS MER

  3. 3. Spork : Move-enabled structured merge for Java with GumTree and 3DM

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Simon Larsén; [2020]
    Nyckelord :;

    Sammanfattning : With software development becoming an increasingly parallel process in which branching lines of development is common, the shortcomings of unstructured merge techniques are becoming more tangible. In particular, merge conflicts occur frequently and often unnecessarily. LÄS MER

  4. 4. Designing Learning Activities to Support Young Women’s Interest in Programming and Computational Thinking

    Magister-uppsats, Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Författare :Harang Kim; [2020]
    Nyckelord :Computer Programming; Computational Thinking; Tangible Artifacts;

    Sammanfattning : Over the last few years, the importance of computer science education for children has been promoted more and more vigorously. In addition, the demand for technology occupations has increased rapidly, and there are many job opportunities in computer science. However, there are not many women working in this field. LÄS MER

  5. 5. THE EXPERIENTIAL QUALITIES OF KINAESTHETIC PROGRAMMING

    Master-uppsats, Malmö universitet/Fakulteten för kultur och samhälle (KS)

    Författare :Lenard George Swamy; [2019]
    Nyckelord :kinaesthetic programming; Interaction design; Experiential Qualities; Learning Experiences;

    Sammanfattning : Moving the body in physical space with both a conscious and a subconscious awareness on the position of the limbs is in itself an engaging experience. This element of engagement has been one of the core reasons for turning to movement based technologies and interactions in the field of education. LÄS MER