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TANKS: A Tangible Programming Tool to Introduce Children to Coding Through Fun Problem Solving Activities

In: Resilience, Entrepreneurship and ICT

Author

Listed:
  • Batteson Byron

    (Nelson Mandela University)

  • Greyling Jean

    (Nelson Mandela University)

  • Busch Kim

    (RLabs)

  • Jacobs Desme

    (RLabs)

Abstract

A study of related work, pedagogical theories, and extant systems was performed to determine how to create a novel, inexpensive educational tool suite for programming. Previous systems were typically costly and linear in design. A tangible programming interface for mobile phones was developed. The tangibility is achieved using printable paper command tokens, which are placed in sequence to describe a program or sequence. A mobile phone is used to capture an image of the program and execute it in a game-like environment. The game was rolled out at five design thinking workshops in the Cape Town area, which this paper also reports on.

Suggested Citation

  • Batteson Byron & Greyling Jean & Busch Kim & Jacobs Desme, 2021. "TANKS: A Tangible Programming Tool to Introduce Children to Coding Through Fun Problem Solving Activities," CSR, Sustainability, Ethics & Governance, in: Jantje Halberstadt & Jorge Marx Gómez & Jean Greyling & Tulimevava Kaunapawa Mufeti & Helmut Faasch (ed.), Resilience, Entrepreneurship and ICT, pages 97-113, Springer.
  • Handle: RePEc:spr:csrchp:978-3-030-78941-1_5
    DOI: 10.1007/978-3-030-78941-1_5
    as

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