Plans in programming: definition, demonstration, and development
Papers presented at the first workshop on empirical studies of programmers on Empirical studies of programmers
Programmable bricks: toys to think with
IBM Systems Journal
Tangible programming elements for young children
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
IEEE MultiMedia
The impact of pair programming on student performance, perception and persistence
Proceedings of the 25th International Conference on Software Engineering
Tools for children to create physical interactive storyrooms
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
From turtles to Tangible Programming Bricks: explorations in physical language design
Personal and Ubiquitous Computing
ACM Computing Surveys (CSUR)
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Image schemas and their metaphorical extensions: intuitive patterns for tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
Tangible programming in the classroom with tern
CHI '07 Extended Abstracts on Human Factors in Computing Systems
A representation approach to conceptualizing tangible learning environments
Proceedings of the 2nd international conference on Tangible and embedded interaction
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Embodied interaction has been claimed to offer important advantages for learning programming. However frequently claims have been based on intuitions and work in the area has focused largely around system-building rather than on evaluation and reflection around those claims. Taking into account research in the area as well as in areas such as tangibles, psychology of programming and the learning and teaching of programming, this paper identifies a set of important factors to take into account when analysing the potential of learning environments for programming employing embodied interaction. These factors are formulated as a set of questions that could be asked either when designing or analysing this type of learning environments.