Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Communications of the ACM - Scratch Programming for All
Creativity and intrinsic motivation in computer science education: experimenting with robots
Proceedings of the fifteenth annual conference on Innovation and technology in computer science education
App inventor and real-world motivation
Proceedings of the 42nd ACM technical symposium on Computer science education
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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Evidence shows that introductory computer science instruction can be enhanced with the inclusion of tangible computing devices. This paper demonstrates the integration of three major types of tangibles into the classroom: Arduino microcontrollers, Android phones and Sifteo Cubes. Laboratory assignments and lessons learned for each device are described, followed by an evaluation of their effectiveness in motivating and teaching introductory computing concepts.