Proceedings of the 2006 Conference on Interaction Design and Children 2006
DOI: 10.1145/1139073.1139105
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Rethinking children's programming with contextual signs

Abstract: We present an approach to children's programming inspired by the semiotics of comics. The idea is to build computer programs in a direct and concrete way by using a class of signs that we call contextual signs. There are two aspects that distinguish contextual signs from other sign systems used for programming. The first is that the signs are displayed in the immediate visual context of the object that they refer to. The second is that the signs are used to illustrate actions and properties in a way that is di… Show more

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Cited by 11 publications
(5 citation statements)
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“…Another area has been using tangibles to program. Most of this work uses blocks [208,337,342], but there is also work involving physical programming by example [246,248,249], and even programming in a room environment [90,91,92,321]. There has also been work on games that use tangibles [142,243,294], and storytelling environments [45,61,98,275].…”
Section: Tangiblementioning
confidence: 99%
“…Another area has been using tangibles to program. Most of this work uses blocks [208,337,342], but there is also work involving physical programming by example [246,248,249], and even programming in a room environment [90,91,92,321]. There has also been work on games that use tangibles [142,243,294], and storytelling environments [45,61,98,275].…”
Section: Tangiblementioning
confidence: 99%
“…Children could program the environment using a visual programming environment. Fernaeus and Tholander [90,91,92] and Tholander and Fernaeus [321] have studied the design of innovative interactions to enable groups of children to collaboratively program in a room environment. They highlight the social and physical aspects of the activity.…”
Section: Programmingmentioning
confidence: 99%
“…Another area has been using tangibles to program. Most of this work uses blocks [208,337,342], but there is also work involving physical programming by example [246,248,249], and even programming in a room environment [90,91,92,321]. There has also been work on games that use tangibles [142,243,294], and storytelling environments [45,61,98,275].…”
Section: Tangiblementioning
confidence: 99%
“…MagicWords [3][10] from the same author is intended for young children, but has textual labels. An original solution has been found to avoid the need of reading skills; when the mouse is over a label, the name of the label is pronounced.…”
Section: Figure 13 Magicwords Simulation With Vtoys Scriptsmentioning
confidence: 99%