Access the full text.
Sign up today, get DeepDyve free for 14 days.
Joey Cheung, G. Ngai, S. Chan, Winnie Lau (2009)
Filling the gap in programming instruction: a text-enhanced graphical programming environment for junior high students
Joel Adams, Andrew Webster (2012)
What do students learn about programming from game, music video, and storytelling projects?
Pamela Lawhead, Michaele Duncan, Constance Bland, Michael Goldweber, M. Schep, D. Barnes, Ralph Hollingsworth (2002)
A road map for teaching introductory programming using LEGO© mindstorms robotsACM SIGCSE Bull., 35
John Maloney, L. Burd, Y. Kafai, N. Rusk, Brian Silverman, M. Resnick (2004)
Scratch: a sneak preview [education]Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004.
L. Buechley, M. Eisenberg (2009)
Fabric PCBs, electronic sequins, and socket buttons: techniques for e-textile craftPersonal and Ubiquitous Computing, 13
M. Resnick, Brian Silverman (2005)
Some reflections on designing construction kits for kids
Pamela Lawhead, Michaele Duncan, Constance Bland, Michael Goldweber, M. Schep, D. Barnes, Ralph Hollingsworth (2003)
A road map for teaching introductory programming using LEGOcopyright mindstorms robots., 35
(2013)
ACM Transactions on Computing Education
Designing i*CATch: A Multipurpose, Education-Friendly Construction Kit 7
R. Post, Maggie Orth, Peter Russo, N. Gershenfeld (2000)
E-broidery: Design and fabrication of textile-based computingIBM Syst. J., 39
KlassnerFrank (2002)
A case study of LEGO Mindstorms' suitability for artificial intelligence and robotics courses at the college levelACM Sigcse Bulletin
Maggie Orth, R. Post, Emily Cooper (1998)
Fabric computing interfacesCHI 98 Conference Summary on Human Factors in Computing Systems
F. Klassner (2002)
A case study of LEGO Mindstorms' suitability for artificial intelligence and robotics courses at the college level
L. Buechley, Benjamin Hill (2010)
LilyPad in the wild: how hardware's long tail is supporting new engineering and design communitiesProceedings of the 8th ACM Conference on Designing Interactive Systems
D. Lehn, C. Neely, Kevin Schoonover, Thomas Martin, Mark Jones (2004)
e-TAGs: e-Textile Attached Gadgets
M. Conway, Steve Audia, T. Burnette, Dennis Cosgrove, Kevin Christiansen (2000)
Alice: lessons learned from building a 3D system for novicesProceedings of the SIGCHI conference on Human Factors in Computing Systems
L. Buechley, M. Eisenberg, Jaime Catchen, A. Crockett (2008)
The LilyPad Arduino: using computational textiles to investigate engagement, aesthetics, and diversity in computer science educationProceedings of the SIGCHI Conference on Human Factors in Computing Systems
Received July 2012; revised January 2013; accepted January 2013
Joanna Berzowska (2005)
Electronic Textiles: Wearable Computers, Reactive Fashion, and Soft ComputationTextile, 3
F. Klassner (2002)
A case study of LEGO Mindstorms'#8482; suitability for artificial intelligence and robotics courses at the college level, 34
Joshua Weaver (2003)
A wearable health monitor to aid Parkinson disease treatment
Eva-Sophie Katterfeldt, Nadine Dittert, H. Schelhowe (2009)
EduWear: smart textiles as ways of relating computing technology to everyday life
S. Cass (2006)
Tools & Toys: Getting VexedIEEE Spectrum, 43
B. Myers, S. Hudson, R. Pausch (2000)
Past, Present and Future of User Interface Software ToolsProceedings of the Human Factors and Ergonomics Society Annual Meeting, 44
N. Rusk, M. Resnick, Robert Berg, Margaret Pezalla-Granlund (2008)
New Pathways into Robotics: Strategies for Broadening ParticipationJournal of Science Education and Technology, 17
M. Portsmore (1999)
ROBOLAB Intuitive robotic programming software to support lifelong learning
S. Greenberg (2007)
Toolkits and interface creativityMultimedia Tools and Applications, 32
Sungmee Park, K. Mackenzie, S. Jayaraman (2002)
The wearable motherboard: a framework for personalized mobile information processing (PMIP)Proceedings 2002 Design Automation Conference (IEEE Cat. No.02CH37324)
(2006)
Lego Mindstorms education: The next generation of educational robotics
S. Greenberg, Chester Fitchett (2001)
Phidgets: easy development of physical interfaces through physical widgets
(2003)
AN 10216 - 01 I 2 C Manual
G. Ngai, S. Chan, Joey Cheung, Winnie Lau (2009)
The TeeBoard: an education-friendly construction platform for e-textiles and wearable computingProceedings of the SIGCHI Conference on Human Factors in Computing Systems
G. Ngai, S. Chan, V. Ng, Joey Cheung, Sam Choy, Winnie Lau, Jason Tse (2010)
i*CATch: a scalable plug-n-play wearable computing framework for novices and childrenProceedings of the SIGCHI Conference on Human Factors in Computing Systems
M. Gorlick (1999)
Electric suspenders: a fabric power bus and data network for wearable digital devicesDigest of Papers. Third International Symposium on Wearable Computers
H. Junker, P. Lukowicz, G. Tröster (2003)
PadNET: wearable physical activity detection networkSeventh IEEE International Symposium on Wearable Computers, 2003. Proceedings.
Kristof Laerhoven, A. Schmidt, Hans-Werner Gellersen (2002)
Pin&Play: Networking Objects through Pins
Moira Burke, R. Kraut, Cameron Marlow (2011)
Social capital on facebook: differentiating uses and usersProceedings of the SIGCHI Conference on Human Factors in Computing Systems
W. Church, Tony Ford, N. Perova, C. Rogers (2010)
Physics With Robotics - Using LEGO MINDSTORMS In High School Education
Gauri Nanda, A. Cable, Michael Bove (2004)
bYOB [Build Your Own Bag]: a computationally-enhanced modular textile system
Designing i*CATch: A Multipurpose, Education-Friendly Construction Kit for Physical and Wearable Computing GRACE NGAI, STEPHEN C.F. CHAN, HONG VA LEONG, and VINCENT T.Y. NG, The Hong Kong Polytechnic University This article presents the design and development of i*CATch, a construction kit for physical and wearable computing that was designed to be scalable, plug-and-play, and to provide support for iterative and exploratory learning. It consists of a standardized construction interface that can be adapted for a wide range of soft textiles or electronic boards, a set of functional components, and an easy-to-use hybrid text-graphical integrated development environment. The objective was to design an easily usable, manufacturable and extensible construction kit that can be used in a wide range of teaching tasks for a wide variety of student demographic profiles. We present detailed specifications of our construction kit and explain some of the major design decisions. Experiences in using the kit in multiple teaching environments, ranging from elementary school to postgraduate, demonstrate that the design objectives have been achieved. Categories and Subject Descriptors: K.3.2 [Computer and Information Science Education]: Computer Science Education General Terms: Human Factors Additional Key Words and Phrases: Educational technology, construction toolkits, education, creativity, physical computing, wearable
ACM Transactions on Computing Education (TOCE) – Association for Computing Machinery
Published: Jun 1, 2013
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.