Article,

Incorporating Tangible Computing Devices into CS1

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J. Comput. Sci. Coll., 29 (5): 23--31 (May 2014)

Abstract

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.

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