Title | ||
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LEGOWorld: Repurposing Commodity Tools & Technologies to Create an Accessible and Customizable Programming Environment |
Abstract | ||
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BSTRACT We explore how commodity objects and technologies can be repurposed to provide a multimodal programming environment that is accessible to children with visual impairments, flexible, and scalable to a variety of programming challenges. Our approach resorts to four main components: 1) a LEGO base plate where LEGO blocks can be assembled to create maps, which is flexible and robust for tactile recognition; 2) a tangible programming area where LEGOs, with 3D printed caps enriched with tactile icons, can be assembled to create a program; 3) alternatively, the program can be created through a voice dialogue; and 4) a low-cost OzoBot Bit. A preliminary study with educators suggests that the approach could be useful to a variety of developmental stages, is accessible and stimulating, and promising for CT training. |
Year | DOI | Venue |
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2021 | 10.1145/3411763.3451710 | Conference on Human Factors in Computing Systems |
Keywords | DocType | Citations |
inclusive programming, tangibles, voice, LEGO, multimodal, children with visual impairments | Conference | 0 |
PageRank | References | Authors |
0.34 | 0 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Gonçalo Nuno P. Cardoso | 1 | 3 | 1.44 |
Ana Cristina Pires | 2 | 3 | 3.07 |
Lúcia Verónica Abreu | 3 | 0 | 0.68 |
Filipa Rocha | 4 | 2 | 1.36 |
Tiago Guerreiro | 5 | 366 | 45.90 |