Gamified coding: Toy robots and playful learning in early education

Katriina Heljakka, Pirita Ihamaki, Pauliina Tuomi, Petri Saarikoski

Tutkimustuotos: KonferenssiartikkeliTieteellinenvertaisarvioitu

16 Sitaatiot (Scopus)

Abstrakti

This paper explores the activity of coding with smart toy robots Dash and Botley as a part of playful learning in the Finnish early education context. The findings of our study demonstrate how coding with the two toy robots was approached, conducted and played by Finnish preschoolers aged 5-6 years. The main conclusion of the study is that preschoolers used the toy robots with affordances related to coding mainly in developing gamified play around them by designing tracks for the toys, programming the toys to solve obstacle paths, and competing in player-generated contests of dexterity, speed and physically mobile play.

AlkuperäiskieliEnglanti
OtsikkoProceedings - 6th Annual Conference on Computational Science and Computational Intelligence, CSCI 2019
KustantajaIEEE
Sivut800-805
Sivumäärä6
ISBN (elektroninen)9781728155845
DOI - pysyväislinkit
TilaJulkaistu - 1 jouluk. 2019
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaInternational Conference on Computational Science and Computational Intelligence - Las Vegas, Yhdysvallat
Kesto: 5 jouluk. 20197 jouluk. 2019

Conference

ConferenceInternational Conference on Computational Science and Computational Intelligence
Maa/AlueYhdysvallat
KaupunkiLas Vegas
Ajanjakso5/12/197/12/19

Julkaisufoorumi-taso

  • Jufo-taso 0

!!ASJC Scopus subject areas

  • Artificial Intelligence
  • Computer Networks and Communications
  • Signal Processing
  • Hardware and Architecture
  • Computational Theory and Mathematics

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