Explorations in computational tinkering

Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.

Bibliographic Details
Main Author: Presicce, Carmelo
Other Authors: Mitchel Resnick.
Format: Thesis
Language:eng
Published: Massachusetts Institute of Technology 2018
Subjects:
Online Access:http://hdl.handle.net/1721.1/114066
_version_ 1811094343991164928
author Presicce, Carmelo
author2 Mitchel Resnick.
author_facet Mitchel Resnick.
Presicce, Carmelo
author_sort Presicce, Carmelo
collection MIT
description Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.
first_indexed 2024-09-23T15:58:32Z
format Thesis
id mit-1721.1/114066
institution Massachusetts Institute of Technology
language eng
last_indexed 2024-09-23T15:58:32Z
publishDate 2018
publisher Massachusetts Institute of Technology
record_format dspace
spelling mit-1721.1/1140662019-04-10T11:37:11Z Explorations in computational tinkering Presicce, Carmelo Mitchel Resnick. Program in Media Arts and Sciences (Massachusetts Institute of Technology) Program in Media Arts and Sciences (Massachusetts Institute of Technology) Program in Media Arts and Sciences () Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017. Cataloged from PDF version of thesis. Includes bibliographical references (pages 75-78). In recent years, there has been a growing interest in tools and strategies to support computational thinking, emphasizing a systematic application of computational ideas to problem solving. In this thesis, I focus instead on computational tinkering, exploring tools and strategies to support playful and iterative experimentation with physical and computational materials. I propose two different ways to look at computational tinkering: bringing the playful attitude of tinkering to building with code, and integrating computation into physical tinkering activities. Through four case studies, I describe the design and facilitation of activities for children in different contexts, using a particular tool LEGO Programmable Art Machines. For each case, I share my observations and reflections about children engaging with the activity, to iteratively improve the design of the experience. I conclude by identifying some key characteristics of learning through computational tinkering and proposing directions for further work in the design and outreach of computational tinkering activities and ideas. by Carmelo Presicce. S.M. 2018-03-12T19:28:24Z 2018-03-12T19:28:24Z 2017 2017 Thesis http://hdl.handle.net/1721.1/114066 1026503146 eng MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission. http://dspace.mit.edu/handle/1721.1/7582 78 pages application/pdf Massachusetts Institute of Technology
spellingShingle Program in Media Arts and Sciences ()
Presicce, Carmelo
Explorations in computational tinkering
title Explorations in computational tinkering
title_full Explorations in computational tinkering
title_fullStr Explorations in computational tinkering
title_full_unstemmed Explorations in computational tinkering
title_short Explorations in computational tinkering
title_sort explorations in computational tinkering
topic Program in Media Arts and Sciences ()
url http://hdl.handle.net/1721.1/114066
work_keys_str_mv AT presiccecarmelo explorationsincomputationaltinkering