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Bringing An Unplugged Coding Card Game To Augmented Reality

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Abstract and Figures

The recent spread of coding literacy initiatives, such as Hour of Code, Europe Code Week, or Africa Code Week, have underlined the growing importance and interest for computational thinking, often channeled through the use of innovative teaching tools, which foster creativity, collaboration, and interactivity. Learning coding notions is generally tied to the use of computers or other electronic devices, and most recent educational tools are based on online visual programming platforms, which may lead to discrimination because of the digital divide, the lack of sufficient infrastructure, or cultural and linguistic barriers. However, many code learning activities can be performed in an “unplugged” scenario, often with as little as a pencil and some paper. In fact, CodyRoby is an example of a do-it-yourself unplugged programming kit, published in the end of 2014. Through the use of color-coded cards, inspired by the building blocks of visual programming tools, and the use of intuitive symbols instead of words, the kit enables various fully inclusive coding experiences. In this work we present a smartphone-based augmented reality system that empowers this simple tool and transforms a CodyRoby session into an immersive experience. A printable additional kit of markers allow a smartphone app to detect game components, such as the chessboard on which to play, and to present additional gaming elements on screen or to draw customizable decorative elements to stimulate engagement and creativity, especially in younger players. Several different game modes are presented and discussed. The suitability of the system to intimate, small-scale, or even large-scale coding events is also discussed.
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BRINGING AN UNPLUGGED CODING CARD GAME TO
AUGMENTED REALITY
Lorenz Cuno Klopfenstein, Andriy Fedosyeyev, Alessandro Bogliolo
University of Urbino, DiSPeA (ITALY)
cuno.klopfenstein@uniurb.it, fedosev@gmail.com, alessandro.bogliolo@uniurb.it
Abstract
The recent spread of coding literacy initiatives, such as Hour of Code, Europe Code Week, or Africa
Code Week, have underlined the growing importance and interest for computational thinking, often
channeled through the use of innovative teaching tools, which foster creativity, collaboration, and
interactivity.
Learning coding notions is generally tied to the use of computers or other electronic devices, and most
recent educational tools are based on online visual programming platforms, which may lead to
discrimination because of the digital divide, the lack of sufficient infrastructure, or cultural and linguistic
barriers.
However, many code learning activities can be performed in an “unplugged” scenario, often with as little
as a pencil and some paper. In fact, CodyRoby is an example of a do-it-yourself unplugged programming
kit, published in the end of 2014. Through the use of color-coded cards, inspired by the building blocks
of visual programming tools, and the use of intuitive symbols instead of words, the kit enables various
fully inclusive coding experiences.
In this work we present a smartphone-based augmented reality system that empowers this simple tool
and transforms a CodyRoby session into an immersive experience. A printable additional kit of markers
allows a smartphone app to detect game components, such as the chessboard on which to play, and to
present additional gaming elements on screen or to draw customizable decorative elements to stimulate
engagement and creativity, especially in younger players. Several different game modes are presented
and discussed. The suitability of the system to intimate, small-scale, or even large-scale coding events
is also discussed.
Keywords: Card game, Unplugged activity, Coding, Computational thinking, Augmented reality.
1 INTRODUCTION
Over past years, new curricula and learning initiatives targeting the field of computer science have been
promoted with growing urgency. Computational tools are increasingly ubiquitous and indispensable. The
noticeable lack of core competencies and digital skills has been reported as being a threat to the
economy [1] and hindering adoption of innovative technologies. According to many reports, a large
percentage of population is digitally disadvantaged [2].
Code.org, Hours of Code, Europe Code Week, CoderDojo, and MotherCoders are only few among the
many large-scale coding literacy campaigns started in recent yearsboth in and outside of the
classroomthat stimulate the crucial skill of reasoning and communicating inside an increasingly digital
world [3, 4]. Many of the proposed tools also have an impact on learning geometry or other spatial
abilities [5], while “computational thinking” and the general understanding of technology has positive
consequences on any student’s working life [6]. The recent trend of education initiatives has increasingly
focused on early learning as well, starting from pre-K and primary education, as a long-term strategy to
foster interest for young children in the fields of science, engineering, technology, and
mathematics (STEM) [7].
The same consideration has been applied in equal measure to the under-representation of women in
ICT jobs or STEM fields in general [8], which is commonly ascribed to the poor awareness of computer
science as a disciplineperceived as being a male-dominated one, as welland the perception of
related subjects as boring or not interesting [9]. Literature also links this lack of interest in the field to the
underestimation of their own technological skills. As argued by Vitores and Gil-Juárez, gender inequality
should be considered to be an ethical and political issue, which strongly impacts our society and daily
lives [10].
1.1 Unplugged activities and CodyRoby
Many existing coding initiatives are generally focused on innovative teaching tools. These tools are
preeminently accessed online and are based on block-based programming languages, which are
perceived as easier to use than text-based programming [11].
However, in our previous work we have argued that unplugged activities could further contribute to the
diffusion of computational thinking, by lowering the access barriers to the required teaching tools. The
proposed unplugged card game, “CodyRoby”, maintains the immediacy and effectiveness of Hour of
Code in teaching coding concepts, while being completely accessible for any age group, any level of
experience, or in regions affected by digital divide [12]. The game’s DIY starter kit can be easily printed
on paper and has been available since December 2014. The kit can be used freely, under a Creative
Commons copy-left license, with no need for further equipment [13].
CodyRoby is a game where the two aspects of programming meet: writing (Cody) and executing (Roby)
code. Writing code is achieved through the use of simple, color-coded, and clearly marked Cody cards.
The three basic cards shown in Figure 1 represent spatial movement instructions (turn left, move
forward, and turn right). An additional set of cards can be also used, representing conditional instructions
and loops.
Figure 1. The three basic Cody cards, part of the CodyRoby starter kit.
Proposed board games usually make use of a 5 × 5 or 8 × 8 chessboard, also printed on paper. The
layout makes it possible to reuse all Hour of Code puzzles in an “unplugged” fashion, play other
CodyRoby challenges described on the official website
1
, or to conceive new games.
This approach of cost-effective and approachable educational games has been tested successfully in
primary schools without broadband access and in multi-cultural groups of asylum seekers without a
common language [12]. Also, large-scale events have been proposed making use of the same puzzle
schemes and card-based games in an immersive collaborative format [14].
1.2 Augmented reality
The term Augmented Reality (AR) has been defined in many diverse ways in literature. As argued by
Wu et~al., defining AR in a broad sensesuch as the bridging of virtual and real worlds, creating an
enhanced realitycan be more beneficial to educators and designers because it implies that AR can
be implemented and designed through different technologies, with far-reaching innovative applications,
instead of pigeonholing the concept [15].
In fact, AR has been picked as one of the key emerging technologies for education over the next
years [16]: the possibility of mixing virtual and physical objects make it possible to visualize complex
spatial relationships, to synthetize and observe abstract concepts, or to experience phenomena that are
not possible or difficult in the real world. These aspects of AR have often been shown to be promising
in the field of science education [17]. Like many innovations, the educational value of AR is not tied to
the technology per se, but closely depends on the methods used in designing, implementing, and
integrating AR in the learning environment [18].
1
Official CodyRoby website: http://codeweek.it/cody-roby/
1.3 Contribution
In this work we propose an Augmented Reality system to transform CodyRoby, a fully unplugged activity,
into an immersive experience. In the spirit of making the game accessible to all ages and all
demographics, the AR system was developed using only widely-available equipment, such as an
Android smartphone.
2 PROPOSED SYSTEM
The proposed system, called “CodyRoby AR” is based on the same color-coded Cody cards of the DYI
kit and makes use of the same chessboard mechanic in order to propose simple coding games. In
addition, a special chessboard marker is provided that enables the AR experience. An Android
application is also provided, that can be installed on any recent Android device with a front camera.
The application requires Android 4.0.3. It is based on the Unity
2
game engine and makes use of Vuforia
3
in order to provide a real-time AR experience. The reference chessboard marker is shown in Figure 2,
with a real-time rendering of the virtual chessboard (a 5 × 5 grid) and a 3D model of Roby on top of it,
as seen through the smartphone screen. The smartphone can be freely moved, allowing the user to
examine the chessboard from all angles.
Figure 2. Rendering of Roby on top of the virtual
chessboard.
Figure 3. Settings screen.
The application provides a set of settings that allow the user to configure the AR experience, as shown
in Figure 3. In particular, the application can switch from front to rear camera and can flip the image in
case the device is mounted upside-down. A persistent mode can be enabled, lowering the computational
impact of image tracking, in case the device and the marker stay stationary.
Figure 4. The augmented chessboard and Roby, playing a game through the use of Cody cards.
2
Cross-platform game engine. https://unity3d.com
3
Augmented Reality Software Development Kit through image and object tracking in real-time. https://www.vuforia.com
Moreover, the virtual chessboard can be freely scaled and moved by an offset relative to the physical
chessboard marker. This allows users of the application to show the virtual grid in other positions,
possibly where the marker itself cannot be positioned. For instance, in Figure 4 the augmented
chessboard has a larger scale than on Figure 2 and has been moved towards the wall. This ensures
that the area occupied by the virtual chessboard is free of other physical objectsincluding the
chessboard markerand thus allows players and actors to freely access the area.
The virtual Roby can be programmed using the color-coded Cody cards shown on screen. By touching
the cards, the rendered Roby actor moves across the virtual chessboard. Grid cells are lighted according
to their status: green when Roby is standing on them, gray if Roby has stood on them at least once, and
transparent otherwise. Also, grid cells can be grayed out manually, by tapping on the rendered cell on
the device’s smartphone. Grayed out grid cells can be used to represent unreachable areas or cells
occupied by an obstacle.
Figure 5. A live CodyRoby AR session where 3 children play with a virtual representation of Roby.
The augmented reality application has been successfully applied to a large-scale public event on 20
January 2017 with a participative coding session, based on the event format we proposed
precedingly [14]. Among the possible gameplay variations that can be adopted:
Collaborative coding: just like in the immersive coding event format, this game is structured in
three steps of participative maze design, coding (using Cody cards), and code execution (with
the aid of the virtual Roby actor and/or additional children from the public);
Snake: each player gets a hand of 3 random Cody cards. In turn they must play a card to move
the robot, which will perform the selected movement and gray out cells as it steps on them. A
player loses as soon as he or she is forced to move Roby against a wall or a gray cell.
Duel: a target cell is picked at random. Each player must compose a sequence of instructions
using the cards. The first player laying out a valid sequence to reach the target, wins the game.
In alternative, the player coding a valid sequence using the least number of cards wins.
3 FUTURE WORK
After the initial beta-testing and the public demonstration session, CodyRoby AR is planned to be
released on Google Play for Android. Also, thanks to the multi-platform nature of the systems adopted,
CodyRoby AR will also be ported to iOS and Windows 10 (UWP) devices. Moreover, the application will
allow users to select preset or custom puzzle schemes, with virtual obstacles, along the lines of Hour of
Code puzzles.
As argued by Wu et al., in order to provide more evidence of the educational values provided by tools
and experiences enhanced by AR, it would be advisable to carry out comprehensive studies on larger
population samples. However, AR studies are usually applied on smaller user groups [18].
To this end, the final product will be made available to the CodeMOOC community, a group of more
than 10.000 Italian teachers interested in computational thinking and coding in the classroom, most of
whom are already familiar with CodyRoby and have successfully integrated the method in their teaching
activities. We look forward to conducting studies on the effective benefits of these tools over traditional
methods, when applied in private learning sessions, classroom teaching, or other large-scale events.
4 CONCLUSIONS
Core concepts of “computational thinking”, such as algorithmic thinking, problem decomposition,
evaluation, and abstract thinking, have been shown to be fundamental skills that can be applied to all
disciplines [19]. In our previous work we have presented CodyRoby, a method for conducting low-cost
unplugged activities that overcomes barriers typically tied to the access to online coding resources.
In this work we have introduced a similarly cost-effective, approachable, and accessible augmented
reality system, which makes use of a simple smartphone as an augmented sensor to transform a fully
unplugged coding game into an immersive coding experience.
During preliminary testing and a large-scale live event, where the proposed system was presented,
participants did appreciate the “mixed reality” view on the conventional Hour of Code puzzles. It was
observed that the effects of written code and the steps of its execution can be understood much more
effectively through a direct visual representation. Likewise, in previous studies, the use of AR solutions
was indeed found to be well suited for the study of unobservable scientific phenomena in particular [17].
The CodyRoby AR experiment is a renewed compromise between the use of new and innovative
technologies and our efforts in reducing the requirementsin terms of costly equipment and
infrastructureto gain access to effective tools to teach and learn coding skills. A card-based game that
can be printed at home is an extreme choice in terms of simplicity and accessibility. CodyRoby AR
however adds very little in terms of requirements, while profoundly enrichening the unplugged learning
experience.
ACKNOWLEDGMENTS
The authors wish to thank all members of the CodeMOOC community and all participants taking part in
the presentation event of CodyRoby AR. Thanks to Donatella Garavella for the picture in Figure 5.
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... The increasingly widespread initiatives such as the Hour of Code and Europe Code Week point out the growing importance of computational thinking (Klopfenstein et al., 2017). It can be said that the importance of programming has further increased with such initiatives. ...
... Literature reviews usually focus on computational thinking skills (Gardeli & Vosinakis, 2018;Klopfenstein et al., 2017). There are findings of other studies revealing that programming activities improved computational thinking skills and AR-assisted activities increased motivation and interest (Silva Esteves et al., 2019;Roberto & Teichrieb, 2012;Fusté Lleixà, 2018;Gardeli & Vosinakis, 2019). ...
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Why every child needs to learn to code: the shift from “computational thinking” to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world. In Connected Code, Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of “computational participation” better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital “making.” Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.
Book
An overview of mobile learning games that argues for the educational advantages of handheld games over their big-screen counterparts. New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In Augmented Learning, Eric Klopfer describes the largely untapped potential of mobile learning games—games played on such handheld devices as cell phones, Game Boys, and Sony PSPs—to make a substantial impact on learning. Examining mobile games from both educational and gaming perspectives, Klopfer argues that the strengths of the mobile platform—its portability, context sensitivity, connectivity, and ubiquity—make it ideal for learning games in elementary, secondary, university, and lifelong education. Klopfer begins by exploring the past and present of education, educational technology, “edutainment,” and mobile games, and then offers a series of case studies of mobile educational games that have been developed and implemented in recent years. These games—either participatory (which require interaction with other players) or augmented reality (which augment the real world with virtual information)—can be produced at lower cost than PC or full-size console games. They use social dynamics and real-world context to enhance game play, they can be integrated into the natural flow of instruction more easily than their big-screen counterparts, and they can create compelling educational and engaging environments for learners. They are especially well-suited for helping learners at every level develop twenty-first century skills—including the ability to tackle complex problems and acquire information in “just-in-time” fashion. All of this, Klopfer argues, puts mobile learning games in a unique and powerful position within educational technology.
Article
We all know the tech industry suffers from a diversity problem in its workforce [4]. In the past several months, Google, LinkedIn, Yahoo!, and many others have acknowledged the lack of diversity among their employees in public reports.
Conference Paper
There has been considerable interest in teaching "coding" to primary school aged students, and many creative "Initial Learning Environments" (ILEs) have been released to encourage this. Announcements and commentaries about such developments can polarise opinions, with some calling for widespread teaching of coding, while others see it as too soon to have students learning industry-specific skills. It is not always clear what is meant by teaching coding (which is often used as a synonym for programming), and what the benefits and costs of this are. Here we explore the meaning and potential impact of learning coding/programming for younger students. We collect the arguments for and against learning coding at a young age, and review the initiatives that have been developed to achieve this (including new languages, school curricula, and teaching resources). This leads to a set of criteria around the value of teaching young people to code, to inform curriculum designers, teachers and parents. The age at which coding should be taught can depend on many factors, including the learning tools used, context, teacher training and confidence, culture, specific skills taught, how engaging an ILE is, how much it lets students explore concepts for themselves, and whether opportunities exist to continue learning after an early introduction.
Article
Computer technology is ubiquitous in today's society, however a consistent mitigating factor that influences a lack of interest in computer education is gender. The literature suggests that there are still disproportionate numbers of female students enrolled in advanced computer science classes. Scholars speculate that one reason for this absence is the perception that the computer field is reserved exclusively for men. While this idea is ultimately false, the countless quantitative and qualitative studies document that the computer field is associated with the reoccurring image of "nerdy computer scientist". Prior researchers have shown several factors for low recruitment or lack of interest of female students in computer related majors, such as: 1) women perceive computer-related majors as a male-dominated discipline and therefore shy away from those areas; 2) certain social biases or stereotyping of technology is for men; and 3) a person's culture has the greatest influence on technology acquisition and where families' ethnic culture is male dominated, women's interest in technology is often not fostered or reinforced. This research study evaluates perceptions of students in an Introductory Computer course from the Computer Information Systems department at Buffalo State College. This is an elective course, students are mostly in their first or second year of college, and the majority of students reported that they have not declared a STEM field as their major. A 36-question survey was administered for data collection purposes-the survey including both qualitative and quantitative questions. A review of this data indicates some of the factors for students' interest in STEM fields and other unexpected outcomes.
Article
The pessimistic scenario for ‘women in information communications technology’ and for ‘women in technology’ generally is even more paradoxical and insidious with respect to ‘women in computing’. Studies within this field not only report insignificant improvement in the proportion of women in Western countries’ computing fields but also alert us of a declining trend. Moreover, that decline has been accompanied – or even preceded – by years of research and programs that have specifically focused on increasing women’s participation in computing; however, they have not had the expected effect. More surprisingly, there has been a significant increase in the representation of women in all other science-related fields and professions. Our aim is to provide some clues to fight the feeling of inexorability that may be entailed by the research on women in computing. We will argue that part of the problem is related to the static nature of the research deployed around the problem of ‘women in computing’, primarily, the research constructed around the ‘leaky pipeline’ metaphor. We provide a synthesis of the critiques this research has received in recent decades and highlight research trends that render other landscapes visible when studying ‘women in computing’. These trends help us question how we are conducting research within this field and urge us to problematise assumptions about computing and gender that we may paradoxically continue to reproduce even while denouncing the paucity of women in computing and studying the reasons for this state of affairs. In short, we present the need for different researchers’ eyes that allow different landscapes of women and computing to be seen and produced. ONLINE First 2015 http://www.tandfonline.com/eprint/4gAdUnX9gVdicvujJixZ/full
Conference Paper
Blocks-based programming tools are becoming increasingly common in high-school introductory computer science classes. Such contexts are quite different than the younger audience and informal settings where these tools are more often used. This paper reports findings from a study looking at how high school students view blocks-based programming tools, what they identify as contributing to the perceived ease-of-use of such tools, and what they see as the most salient differences between blocks-based and text-based programming. Students report that numerous factors contribute to making blocks-based programming easy, including the natural language description of blocks, the drag-and-drop composition interaction, and the ease of browsing the language. Students also identify drawbacks to blocks-based programming compared to the conventional text-based approach, including a perceived lack of authenticity and being less powerful. These findings, along with the identified differences between blocks-based and text-based programming, contribute to our understanding of the suitability of using such tools in formal high school settings and can be used to inform the design of new, and revision of existing, introductory programming tools.
Article
Not everyone needs coding skills, but learning how to think like a programmer can be useful in many disciplines.