This paper presents an open source platform Throw [
In this hands-on Studio, you'll explore Modkit [1], a new toolkit for creating tangible interfaces (e.g., bike handlebars with interactive lights and sounds). Modkit makes it possible for novices and experienced programmers/designers to bring tangibles to life by offering graphical command blocks inspired by the Scratch programming environment [2]. Modkit tools work with the Arduino [3] platform's library of code (such as C/C++) to enable users to participate in a community rich with project ideas and sample files. Modkit supports multiple representations of codegraphical command blocks can become editable textbased code to offer additional avenues for learning and sharing. The Studio welcomes members of the research, industrial, academic, maker, and I-just-wantto-have fun communities of all experience levels to participate. Participants will have opportunities to use Modkit in personally-meaningful ways. Participants who wish to extend Modkit tools with new functionality will have opportunities to do so. The organizers will conclude the Studio with a discussion around activities, example projects, and approaches to adapting the toolkit to different settings. Participants will contribute to brainstorming about potential uses, future directions, and collaborations.
This paper describes Modkit -a toolkit that makes it possible for novices and experienced designers to create their own interactive objects by combining graphical blocks inspired by the Scratch programming environment and the Arduino platform. The demonstration will feature the current Modkit components, activities, and projects that illustrate how the toolkit blends Scratch and Arduino platforms to extend what and how young people are able to create. We will present example projects made by young people, discuss the details of the system implementation, and highlight the implications our design decisions had in informal learning environments.
Background Computational approaches in STEM foster creative extrapolations of ideas that extend the bounds of human perception, processing, and sense-making. Inviting teachers to explore computational approaches in STEM presents opportunities to examine shifting relationships to inquiry that support transdisciplinary learning in their classrooms. Similarly, play has long been acknowledged as activity that supports learners in taking risks, exploring the boundaries and configurations of existing structures, and imagining new possibilities. Yet, play is often overlooked as a crucial element of STEM learning, particularly for adolescents and adults. In this paper, we explore computational play as an activity that supports teachers’ transdisciplinary STEM learning. We build from an expansive notion of computational activity that involves jointly co-constructing and co-exploring rule-based systems in conversation with materials, collaborators, and communities to work towards jointly defined goals. We situate computation within STEM-rich making as a playful context for engaging in authentic, creative inquiry. Our research asks What are the characteristics of play and computation within computational play? And, in what ways does computational play contribute to teachers’ transdisciplinary learning? Results Teachers from grades 3–12 participated in a professional learning program that centered playful explorations of materials and tools using computational approaches: making objects based on rules that produce emergent behaviors and iterating on those rules to observe the effects on how the materials behaved. Using a case study and descriptions of the characteristics of computational play, our results show how familiarity of materials and the context of play encouraged teachers to engage in transdisciplinary inquiry, to ask questions about how materials behave, and to renegotiate their own relationships to disciplinary learning as they reflected on their work. Conclusions We argue computational play is a space of wonderment where iterative conversations with materials create opportunities for learners to author forms of transdisciplinary learning. Our results show how teachers and students can learn together in computational play, and we conclude this work can contribute to ongoing efforts in the design of professional and transdisciplinary learning environments focused on the intersections of materiality, play, and computation.
Purpose The purpose of this paper is to explore the designed cultural ecology of a hip-hop and computational science, technology, engineering, and mathematics (STEM) camp and the ways in which that ecology contributed to culturally sustaining learning experiences for middle school youth. In using the principles of hip-hop as a CSP for design, the authors question how and what practices were supported or emerged and how they became resources for youth engagement in the space. Design/methodology/approach The overall methodology was design research. Through interpretive analysis, it uses an example of four Black girls participating in the camp as they build a computer-controlled DJ battle station. Findings Through a close examination of youth interactions in the designed environment – looking at their communication, spatial arrangements, choices and uses of materials and tools during collaborative project work – the authors show how a learning ecology, designed based on hip-hop and computational practices and shaped by the history and practices of the dance center where the program was held, provided access to ideational, relational, spatial and material resources that became relevant to learning through computational making. The authors also show how youth engagement in the hip-hop computational making learning ecology allowed practices to emerge that led to expansive learning experiences that redefine what it means to engage in computing. Research limitations/implications Implications include how such ecologies might arrange relations of ideas, tools, materials, space and people to support learning and positive identity development. Originality/value Supporting culturally sustaining computational STEM pedagogies, the article argues two original points in informal youth learning 1) an expanded definition of computing based on making grammars and the cultural practices of hip-hop, and 2) attention to cultural ecologies in designing and understanding computational STEM learning environments.
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