Computer games for girls: what makes them play?
From Barbie to Mortal Kombat
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using storytelling to motivate programming
Communications of the ACM - Creating a science of games
The LilyPad Arduino: Toward Wearable Engineering for Everyone
IEEE Pervasive Computing
Children's programming, reconsidered: settings, stuff, and surfaces
Proceedings of the 8th International Conference on Interaction Design and Children
Tackling engagement in computing with computational music remixing
Proceeding of the 44th ACM technical symposium on Computer science education
Proceeding of the 44th ACM technical symposium on Computer science education
Invent-abling: enabling inventiveness through craft
Proceedings of the 12th International Conference on Interaction Design and Children
Hi-index | 0.00 |
Reflecting on one of Fröbel's overlooked "gifts", sewing and embroidery, this paper explores a recent renaissance in commercially available textile construction kits for children. Through a survey of such kits, we argue that revisiting embroidery in this digital age is a powerful leverage to introduce computation into material culture. In particular, we highlight the evolution of recent children's textile construction kits beginning with the Barbie Fashion Designer in 1996 then moving onto more recent developments, like the LilyPad Arduino, that combines computation, ICT, fashion and craft. We discuss the implications of these designs for learning, play, and broadening participation in computing fields.