Growing Up Programming: Democratizing The Creation of Dynamic, Interactive Media
Growing Up Programming: Democratizing The Creation of Dynamic, Interactive Media
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CHI 2009 ~ Panels April 4-9, 2009 ~ Boston, MA, USA
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CHI 2009 ~ Panels April 4-9, 2009 ~ Boston, MA, USA
features provided by standard applications – become a pervasive presence in children’s lives, but
transforming your relationship with digital few children learn to program. Today, most people view
technology from “consumer” to “creator.” computer programming as a narrow, technical activity,
It helps you develop a deeper understanding of appropriate only for a small segment of the population.
how computers work, enabling you to use
computer applications more effectively and analyze What happened to the initial enthusiasm for introducing
them more critically. programming to children? Why did Logo and other
initiatives not live up to their promise? There were
It offers a meaningful context for learning
many factors:
important mathematical concepts, including some
concepts that are already taught in pre-college
curricula (such as “variables”) and others that are Early programming languages were too difficult to
typically seen as too advanced for pre-college use. Many children had difficulty mastering the
students (such as “feedback” and “emergence”). syntax of programming languages.
It supports the development of “computational Programming was often introduced with activities
thinking,” providing experience with important (generating lists of prime numbers, or making
problem-solving and design strategies (such as simple line drawings) that were not connected to
modularization and iterative design) that carry over children’s interests or experiences.
to non-programming domains. By providing an Children did not have access to a “literature” of
external representation of your problem-solving interesting computer programs. Whereas young
processes, it also offers opportunities to reflect on writers are often inspired by reading great works of
your own thinking – and to think about thinking literature, there was no analogous literature of
itself. programming projects to inspire new programmers.
Programming was often introduced in contexts
Previous Research
where no one had the expertise needed to provide
When personal computers were first introduced in the
guidance when things went wrong – or encourage
late 1970s and 1980s, there was initial enthusiasm for
deeper explorations when things went right.
teaching all children how to program. Thousands of
schools taught millions of students to write simple
Featured Projects
programs in the Logo or Basic programming languages.
The panel will feature six programming environments,
Seymour Papert’s book Mindstorms presented Logo as
each designed to make the activity of programming
a cornerstone for rethinking approaches to education
more intuitive and the core concepts of programming
and learning. Although some children and teachers
more understandable. The projects overcome
were energized and transformed by these new
limitations of earlier initiatives by building upon recent
possibilities, most schools soon shifted to other uses of
HCI research in the areas of end-user programming,
computers. In the past 20 years, computers have
graphical interface design, collaborative learning, and
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CHI 2009 ~ Panels April 4-9, 2009 ~ Boston, MA, USA
interaction design for children. The panelists are all Gamestar Mechanic is an
RPG
(Role‐Playing
Game)
core members of the design teams for their respective style
online
game
where
middle
and
high
school‐age
projects. players
learn
the
fundamentals
of
game
design
by
playing
roles
as
“game
mechanics”
charged
with
the
making
and
Alice 2 and Storytelling Alice are designed to enable “modding”
(modifying)
of
games.
The
game’s
online
social
novice programmers to learn basic programming networking
feature
allows
player‐designers
to
play
and
constructs while creating their own 3D animations and comment
on
each
other’s
games.
Gamestar Mechanic
is
a
games. Alice 2 targets college and high school students collaborative
research
and
development
project
between
learning computer programming in a formal classroom Gamelab,
a
game
company
in
New
York,
and
the
Games,
setting. Storytelling Alice is designed for middle school Learning,
and
Society
Program
at
the
University
of
students, particularly girls. (Caitlin Kelleher) Wisconsin,
Madison. (Robert Torres)
Kodu is an exploratory programming environment RAPUNSEL is the name of the research project that
situated within a modern, high-quality 3D video game developed the PEEPS game for "real-time, applied
running on either a PC or an XBox 360 game console. programming for underrepresented students' early
In Kodu, kids can interactively edit the world, place literacy (RAPUNSEL)." The team's design goal was to
characters, and give those characters autonomous develop an entertaining venue for programming
behaviors using a purpose-built iconic programming education among middle school girls in informal
language. Typing is optional: all programming is done settings. Our goal of addressing girls in particular
with a standard game controller. (Matthew MacLaurin) through the design is related to gender equity and the
digital divide. (Mary Flanagan and Ken Perlin)
Etoys (http://squeakland.org) is an interactive
multimedia authoring tool designed for children (around Scratch enables young people (ages 8 and up) to
5th-6th graders) which draws upon the ideas of Logo, create their own interactive stories, games, and
Smalltalk, Hypercard, and StarLogo. Built on top of the animations – and share their creations on the web.
Squeak programming language, Etoys pioneered a tile- Scratch is designed to make programming more
scripting interface in which a user can drag and drop tinkerable, more meaningful, and more social. Since
graphical tiles to construct "scripts" for the multimedia Scratch was launched in May 2007, more than 300,000
objects. The creators of Etoys envisioned the use of projects have been shared on the Scratch website
computers in mathematics, science, and computing (http://scratch.mit.edu), which has been called “the
education. Etoys offers features that make it easy to YouTube of interactive media.” As young people create
describe the discrete form of differential equations, and and share Scratch projects, they learn to think
support materials for Etoys demonstrate how to model creatively, reason systematically, and work
physical phenomenon in Etoys. (Yoshiki Ohshima) collaboratively. (Mitchel Resnick)
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