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Explorations in theoretical computer science for kids (using paper toys)
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Source Interaction Design and Children archive
Proceedings of the 2004 conference on Interaction design and children: building a community table of contents
Maryland
Pages: 153 - 154  
Year of Publication: 2004
ISBN:1-58113-791-5
Author
Andrea Valente  Aalborg University in Esbjerg, Denmark
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 9,   Downloads (12 Months): 35,   Citation Count: 1
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ABSTRACT

The computational card (c-cards for short) project is a study and realization of an educational tool based on playing cards. C-cards are an educational tool to introduce children 8 to 10 (or older) to the concept of computation, seen as manipulation of symbols. The game provides teachers and learners with a physical, tangible metaphor for exploring core concepts of computer science, such as deterministic and probabilistic state machines, frequencies and probability distributions, and the central elements of Shannon's information theory, like information, communication, errors and error detection. Our idea is implemented both with paper cards and by an editor/simulator software (a prototype realized in javascript). We also designed the structure of a course in (theoretical) computer science, based on c-cards, and we will test it this summer.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
McNerney, T. (2000). Tangible Programming Bricks: An Approach to Making Programming Accessible to Everyone. Ph.D. Thesis.
 
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Valente, A (2003). C-cards: using paper and scissors to understand computer science. In Proc. Kolin Kolistelut - Koli Calling 2003.