TACTOPI:一种促进视障儿童计算思维的有趣方法

L. Abreu, A. Pires, Tiago Guerreiro
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引用次数: 9

摘要

有趣活动的使用在入门编程设置中很常见。通常会有虚拟角色或实体机器人在地图中收集道具或达成目标。从视觉上看,这些活动往往是令人兴奋的,足以保持孩子们的参与:有关于正在执行的行动的持续反馈,虚拟环境往往是刺激和美观的。相反地,在针对视障儿童的改编中,这些环境往往会变得更糟糕,以牺牲编程行动及其无聊机制(例如,放置一个箭头块来推动角色前进)为代价破坏故事。在本文中,我们介绍了TACTOPI,这是一个从基础开始设计的有趣的环境,具有丰富的故事(航海游戏)和机制(例如,用3D打印轮子控制的物理机器人船),专为促进不同年龄段(4至8岁)的计算思维而量身定制。这张海报旨在引发讨论,并激励对计算思维感兴趣的可访问性研究人员将可玩性作为优先事项。
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TACTOPI: a Playful Approach to Promote Computational Thinking for Visually Impaired Children
The usage of playful activities is common in introductory programming settings. There is normally a virtual character or a physical robot that has to collect items or reach a goal within a map. Visually, these activities tend to be exciting enough to maintain children engaged: there is constant feedback about the actions being performed, and the virtual environments tend to be stimulating and aesthetically pleasant. Conversely, in adaptations for visually impaired children, these environments tend to become poorer, damaging the story at the cost of the programming actions and its dull mechanics (e.g., place a arrow block to move the character forward). In this paper, we present TACTOPI, a playful environment designed from the ground up to be rich in both its story (a nautical game) and its mechanics (e.g., a physical robot-boat controlled with a 3D printed wheel), tailored to promote computational thinking at different levels (4 to 8 years old). This poster intends to provoke discussion and motivate accessibility researchers that are interested in computational thinking to make playfulness a priority.
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