Robots for kids: exploring new technologies for learning
Robots for kids: exploring new technologies for learning
Alice: a 3-D tool for introductory programming concepts
CCSC '00 Proceedings of the fifth annual CCSC northeastern conference on The journal of computing in small colleges
Hands-on, simulated, and remote laboratories: A comparative literature review
ACM Computing Surveys (CSUR)
Electronic/computational textiles and children's crafts
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Supporting design studio culture in HCI
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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IEEE Pervasive Computing
The TeeBoard: an education-friendly construction platform for e-textiles and wearable computing
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An exploratory study of unsupervised mobile learning in rural India
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the 8th ACM Conference on Designing Interactive Systems
Exposing middle school girls to programming via creative tools
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Crafting technology: Reimagining the processes, materials, and cultures of electronics
ACM Transactions on Computer-Human Interaction (TOCHI)
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With over 13.3 million children living below poverty line in the United States, there is a pressing need for engaging HCI research with children at the socio-economic margins. Drawing from design studio culture and art therapy literature, we explore wearable computing as a creative and tangible medium (similar to markers, paints, clays, etc.) for motivating 'at-risk' children in hands-on making and expressive instantiation of ideas. Working with a local outreach organization for 'at-risk' middle school girls, we conducted five weekly workshops during which participants ideated, designed and implemented personal wearable computing projects. These sessions inspired participants (age 10-12) who tend to be uninterested and uncooperative in educational activities to complete interactive projects and engage with workshop volunteers as mentors and peers. We present the challenges, merits and outcomes of our approach, proposing wearable computing as a healing outlet and a mentoring strategy for at-risk children.