Community Support for Constructionist Learning
Computer Supported Cooperative Work - Special issue on interaction and collaboration in MUDs
Changing minds: computers, learning, and literacy
Changing minds: computers, learning, and literacy
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Comics, robots, fashion and programming: outlining the concept of actDresses
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Children's programming, reconsidered: settings, stuff, and surfaces
Proceedings of the 8th International Conference on Interaction Design and Children
Communications of the ACM - Scratch Programming for All
Toys keeping in touch: technologies for distance play
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Twinkle: programming with color
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Proceedings of the 11th International Conference on Interaction Design and Children
Proceedings of the 11th International Conference on Interaction Design and Children
Hybrid crafting: towards an integrated practice of crafting with physical and digital components
Personal and Ubiquitous Computing
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The last decade has seen a blossoming of creative online activities for children in which groups, or communities, of youngsters participate within (e.g.) multiplayer games, social networks, shared programming environments, and so forth. Despite the marvelous features of these environments, they all share the limitation of being exclusively "virtual" in their design: children can play in virtual worlds, create virtual buildings and farms, or design programs, but they cannot experiment or create with tangible materials in these activities. In this paper, we present a prototype of a shared online children's "world" in which the basic elements are tangible, informal, "rooms" or constructions that can be controlled computationally and accessed over the World Wide Web. This system, Craftopolis, enables users to make their own computationally-enriched physical models (e.g., of dollhouse rooms, dioramas, game boards, and so forth), using any materials whatever, and to link those rooms into a shared online space.