Skip to main content

Learning Algorithmic Thinking with Tangible Objects Eases Transition to Computer Programming

  • Conference paper
Informatics in Schools. Contributing to 21st Century Education (ISSEP 2011)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 7013))

Abstract

Learning algorithmic thinking can start in early years and must be oriented on the thinking ability of young children. Suitable environments with tangible objects and easy to understand problems motivate the young to learn the first concepts of algorithms. We present in this paper a learning scenario Tim the Train for primary school children, that involves tangible objects and allows a variety of interesting tasks to learn basic concepts of algorithmic thinking. We also show how a smooth transition from a playful environment with tangible objects to a virtual Scratch/BYOB environment may help the young learners to learn their first steps in understanding virtual environments and programming concepts.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 54.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Papert, S.: Mindstorms: Children, computers, and powerful ideas (1980)

    Google Scholar 

  2. Cooper, S., Dann, W., Pausch, R.: Teaching Objects-first. In: Proceedings of the 34th SIGCSE Technical Symposium on Computer Science Education, Introductory Computer Science, pp. 191–195 (2003)

    Google Scholar 

  3. Baltie home page, http://progopedia.com/language/baltie/

  4. Maloney, J., Burd, L., Kafai, Y., Rusk, N., Silverman, B., Resnick, M.: Scratch: A Sneak Preview. In: Second International Conference on Creating, Connecting, and Collaborating through Computing, Kyoto, Japan, pp. 104–109 (2004)

    Google Scholar 

  5. Hayes, D.: Encyclopedia of Primary School, pp. 231–232. Routledge, Chapman & Hall (2010)

    Google Scholar 

  6. Felder, R., Silverman, B.: Learning and Teaching Styles in Engineering Education. Journal of Engineering Education 78(7), 674–681 (1988)

    Google Scholar 

  7. Horn, M., Jacob, R.: Designing Tangible Programming Languages for Classroom Use. In: 1st International Conference on Tangible and Embedded Interaction, pp. 159–162. ACM, New York (2007)

    Google Scholar 

  8. BYOB - Build Your Own Blocks, An extension of Scratch to program own commands, http://byob.berkeley.edu/

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Futschek, G., Moschitz, J. (2011). Learning Algorithmic Thinking with Tangible Objects Eases Transition to Computer Programming. In: Kalaš, I., Mittermeir, R.T. (eds) Informatics in Schools. Contributing to 21st Century Education. ISSEP 2011. Lecture Notes in Computer Science, vol 7013. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-24722-4_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-24722-4_14

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-24721-7

  • Online ISBN: 978-3-642-24722-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics