Abstract
dc:description.abstractIn recent years, there has been a growing interest in tools and strategies to support computational thinking, emphasizing a systematic application of computational ideas to problem solving. In this thesis, I focus instead on computational tinkering, exploring tools and strategies to support playful and iterative experimentation with physical and computational materials. I propose two different ways to look at computational tinkering: bringing the playful attitude of tinkering to building with code, and integrating computation into physical tinkering activities. Through four case studies, I describe the design and facilitation of activities for children in different contexts, using a particular tool LEGO Programmable Art Machines. For each case, I share my observations and reflections about children engaging with the activity, to iteratively improve the design of the experience. I conclude by identifying some key characteristics of learning through computational tinkering and proposing directions for further work in the design and outreach of computational tinkering activities and ideas.
Degree
thesis:*- Department dc:contributor.department
- Program in Media Arts and Sciences (Massachusetts Institute of Technology)
- Grantor dc:publisher
- Massachusetts Institute of Technology
- Year dc:date.issued
- 2017
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Presicce, Carmelo(Carmelo Giuseppe)
- Advisor dc:contributor.advisor
-
- Mitchel Resnick.
Subjects
dc:subject × 1Rights
dc:rights- Statement dc:rights
-
- MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.
- Licence dc:rights.uri
- Language dc:language.iso
- eng
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- http://hdl.handle.net/1721.1/114066
- OAI identifier oai:identifier
- oai:dspace.mit.edu:1721.1/114066