How Different Input and Output Modalities Support Coding as a Problem-Solving Process for Children

Kening Zhu, Xiaojuan Ma, Gary Ka Wai Wong, John Man Ho Huen

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

15 Citations (Scopus)

Abstract

Using coding education to promote computational thinking and nurture problem-solving skills in children has become an emerging global trend. However, how different input and output modalities in coding tools affect coding as a problem-solving process remains unclear. Of interest are the advantages and disadvantages of graphical and tangible interfaces for teaching coding to children. We conducted four kids coding workshops to study how different input and output methods in coding affected the problem-solving process and class dynamics. Results revealed that graphical input could keep children focused on problem solving better than tangible input, but it was less provocative for class discussion. Tangible output supported better schema construction and casual reasoning and promoted more active class engagement than graphical output but offered less affordance for analogical comparison among problems. We also derived insights for designing new tools and teaching methods for kids coding.
Original languageEnglish
Title of host publicationIDC '16 : Proceedings of the The 15th International Conference on Interaction Design and Children
PublisherAssociation for Computing Machinery
Pages238-245
ISBN (Print)978-1-4503-4313-8
DOIs
Publication statusPublished - 21 Jun 2016
Event15th Interaction Design and Children Conference (IDC 2016) - Manchester, United Kingdom
Duration: 21 Jun 201624 Jun 2016

Conference

Conference15th Interaction Design and Children Conference (IDC 2016)
Abbreviated titleIDC 2016
PlaceUnited Kingdom
CityManchester
Period21/06/1624/06/16

Bibliographical note

Full text of this publication does not contain sufficient affiliation information. Related Research Unit(s) information for this record is supplemented by the author(s) concerned.

Research Keywords

  • Graphical
  • Tangible
  • Kids coding
  • Problem solving

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