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        <article-title>MakeMe, CodeMe, ConnectUs: Learning digital fluency through tangible Magic Cubes</article-title>
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      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yvonne Rogers y.rogers@ucl.ac.uk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Frederik Brudy</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Nicolai Marquardt</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>UCL Interaction Centre University College London</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Zuzanna Lechelt</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recent years have seen an increased empirical interest in designing new approaches to teaching digital fluency to wide audiences. Tangible physical computing interfaces provide much scope for teaching abstract digital fluency concepts in an engaging and playful way. However, questions remain as to how both the form factor and the corresponding task types of such interfaces can be best designed to support learning. In this hands-on workshop, participants will explore how digital fluency topics might be taught through making, discovery learning and coding by interacting with the tangible Magic Cubes toolkit (Figure 1). The workshop will culminate in a discussion of how tangible toolkits for learning can be better designed to encourage collaborative and engaging learning experiences.</p>
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      <p>Author Keywords
Tangible interfaces for learning; physical computing;
Internet of Things
ACM Classification Keywords
H.5.m. Information interfaces and presentation:
Miscellaneous.</p>
      <p>INTRODUCTION
Despite increased interest in the design of physical
computing toolkits for learning about digital fluency,
questions still remain as to how both their form factor and
task type contribute to the process of meaningful learning.
For example, how does the shape and size of the interface
influence patterns of engagement and collaboration? What
types of learning activities are most suitable for learning
computational concepts, as well as critical and creative
thinking? Further, how can learning activities be designed
to best scaffold learning over time and to provide sustained,
engaging experiences? This interactive workshop will
explore these questions. Participants will be invited to
explore the capabilities of a novel tangible toolkit, the
Magic Cubes (Figure 1), through a series of making,
discovery and coding activities, as a basis for discussion
about these questions.</p>
      <p>
        THE MAGIC CUBES
The Magic Cubes are a part of the UCL CodeMe [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
project, which aims to lower the entry threshold to
exploring computing concepts through innovative interfaces
and playful learning activities. The Magic Cubes are
designed to teach a wide array of digital fluency topics by
supporting a variety of learning task types, including
making, discovery learning and creative coding.
Each Magic Cube is designed as a flat printed circuit board
sheet comprising five sections, each of which is related to a
specific component of a computer: the processor, input,
output, connectivity and power (Figure 2, left). The five
sections of the printed circuit board are easily assembled
into a hand-sized cube that can subsequently be explored
through discovery-based activities, as well as coded by the
users using a drag and drop programming language for
Arduino [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] (Figure 2, middle). Multiple Magic Cubes can
also be connected together using the embedded Bluetooth
modules in order to create and explore larger sensing
systems (Figure 2, right). The toolkit is designed to be
engaging and playful, and has been shown to encourage
collaboration and creativity [
        <xref ref-type="bibr" rid="ref3 ref4">3,4</xref>
        ].
      </p>
      <p>WORKSHOP STRUCTURE
In this workshop, several topics related to digital fluency
will be explored through a variety of hands-on activities
with the tangible Magic Cubes toolkit. These will relate to:
exploring the functionality of hardware, visualizing sensor
data, and exploring the privacy implications that come with
wireless transmission of personal data. Specifically, during
the workshop, participants will have the opportunities to:
§ Assemble a Magic Cube from a printed circuit board
§ Explore the functionality of personal and environmental
sensors through mysterious, discovery-based tasks
§ Create simple privacy algorithms to moderate the
wireless transmission of personal data between multiple
Magic Cubes
§ Design and program their own sensor-based data
visualizations
The workshop will culminate in a discussion about the
design of tangible interfaces for learning. In particular, the
discussion will aim to highlight the importance of
considering both the task type and the form factor when
designing tangible interfaces for learning, as well as explore
how theory from the learning sciences can feed into design
principles in HCI.</p>
      <p>ACKNOWLEDGEMENTS
The work presented in this workshop has been made
possible by an iCASE PhD studentship, in partnership with
the BBC and the EPSRC</p>
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