THE BIG BOOK OF COMPUTING PEOAGOGY

Page 132

FEATURE

n Pupils creatively design, craft, program, and build interactive objects using Snap4Arduino and Arduino with pre-assembled sensors and actuators

BRINGING PHYSICAL COMPUTING TO THE CLASSROOM Why and how should we teach physical computing in computer science education? Here are some useful guidelines for lesson planning and how to apply it in class hysical computing is an interdisciplinary field involving the creative arts and design processes. It brings together hardware and software components, and joins the virtual world of computers to the physical world of humans by using concepts from embedded systems design and its neighbouring disciplines. Products of physical computing make use of sensors and actuators to interact with their environment. Tools include microcontrollers and mini computers, often with extensions to facilitate component handling. Projects are of an iterative nature, quickly leading to working prototypes, such as the interactive garden at the end of this article. When planning and creating interactive objects, the focus is on ideas and intended interactions with the audience or environment. Purposeful tinkering is encouraged, to develop ideas and figure out how things work.

P

Benefits of physical computing

It all makes physical computing a promising approach for introducing embedded systems

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The Big Book of Computing Pedagogy

and underlying concepts in computer science (CS) teaching at secondary level. Many skills and competencies are gained. Programming concepts and control structures such as decisions, loops, variables, comparisons, or arithmetic operations are used to make objects that can flash lights, move, or make sounds reacting to their environment. Content related to embedded systems design, such as sensors, measurement, control, or common practices when working in larger projects, is also relevant.

In physical computing, pupils learn with (and about) interactive objects and systems, by creating tangible real-world products from their imagination. This can be used to promote creative learning in CS education, and boost students’ motivation. It fits the learning theory of constructionism. In this theory, learning is most effective in contexts where learners construct knowledge and develop competencies from their initiative and for a personally relevant purpose, while engaged in creating visible artefacts. With physical

EXEMPLARY LESSON STRUCTURE n Introduction and motivation: provide examples in a short tutorial session n Tinkering: let learners explore the tools — provide manuals and cheat sheets n Brainstorming: find ideas for projects n Project planning: give guidance with worksheets

n Presentation and discussion: reflect on ideas and plans n Creation: let learners work, in groups of two to four n Exhibition and reflection: present the project to an audience (open-door day, school party, etc.)


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ART AND ALGORITHMS

5min
pages 154-155

THE INCLUSIVE CLASSROOM

6min
pages 152-153

PHYSICAL COMPUTING

5min
pages 130-131

REFLECTIONS

9min
pages 134-136

A PATH TO AGENCY

4min
pages 122-123

STORYTELLING

3min
pages 146-147

RETRIEVAL PRACTICE

10min
pages 148-151

VARIETY IN TEACHING

7min
pages 143-145

PHYSICAL COMPUTING IN THE CLASSROOM

5min
pages 132-133

DIGITAL PROJECTS

7min
pages 118-121

ASSESSMENT FOR LEARNING

4min
pages 106-107

MULTIPLE CHOICE

3min
page 111

METAPHORS AND MISCONCEPTIONS

8min
pages 108-110

PROJECT-BASED LEARNING

5min
pages 116-117

WATCH AND LEARN

5min
pages 98-99

ALTERNATIVE CONCEPTIONS

6min
pages 104-105

MODELLING FOR LEARNERS

6min
pages 96-97

VIDEOS AND SELF-EXPLANATION

3min
pages 94-95

LIVE CODING

6min
pages 92-93

WORKED EXAMPLES

6min
pages 90-91

WRITING CODE

5min
pages 82-83

PARSON’S PROBLEMS

6min
pages 80-81

READ BEFORE YOU WRITE

5min
pages 70-71

CODE TRACING

5min
pages 68-69

THE BLOCK MODEL

6min
pages 78-79

ENCOURAGING TALK

5min
pages 62-63

COLLABORATIVE PROBLEM-SOLVING

4min
pages 60-61

PEER INSTRUCTION

6min
pages 56-57

PAIR PROGRAMMING

6min
pages 58-59

GO UNPLUGGED

2min
page 49

ENGINEERING SKILLS

3min
page 41

SCRATCH ENCORE

3min
page 40

SEMANTIC WAVES

7min
pages 46-48

SCRATCHMATHS

4min
pages 38-39

LEARNING THROUGH MAKING

5min
pages 36-37

CULTURALLY RELEVANT PEDAGOGY

6min
pages 34-35

THE ‘RIGHT’ WAY?

6min
pages 14-15

THE PRIMM APPROACH

7min
pages 22-24

CODING & 21ST-CENTURY SKILLS

4min
pages 28-29

COGNITIVE LOAD THEORY

5min
pages 20-21

CONCEPT MAPS

6min
pages 10-12

CURRICULUM DESIGN

8min
pages 30-33

UDL

6min
pages 25-27

VELA CONCEPTS

2min
page 13
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