TY - GEN
T1 - Advancing Creative Physical Computing Education
T2 - 2024 ACM Designing Interactive Systems Conference, DIS 2024
AU - Byrne, Daragh
AU - Desportes, Kayla
AU - Howell, Noura
AU - Louw, Marti
AU - Sterman, Sarah
AU - Torres, Cesar
N1 - Publisher Copyright:
© 2024 Owner/Author.
PY - 2024/7/1
Y1 - 2024/7/1
N2 - Physical computing is a materially rich practice that connects across skills in STEM, design, arts, and creativity. It also offers learners a means of making personally meaningful, computational artifacts that support creative development, resonate with personal identities, and access a history of craft and culture. Yet, physical computing instruction remains a complex instructional practice that requires navigating computation and reasoning, engineering and mechanisms, and creativity and problem-solving between physical and virtual spaces. Spurred by the pandemic, the shift to remote instruction fostered a wave of creativity in physical computing instruction and new lines of inquiry around access and inclusion, resilient learning, and the creativity, craft, and culture found in physical computing. This one-day workshop will convene a network of researchers, educators, and designers to uncover, share and reflect on our creative instructional responses. We will develop a set of agendas for continued innovation and inquiry in creative physical computing education in post-secondary contexts. Our aim is to cross-pollinate research agendas and strengthen educational approaches in critical STEM and design practices.
AB - Physical computing is a materially rich practice that connects across skills in STEM, design, arts, and creativity. It also offers learners a means of making personally meaningful, computational artifacts that support creative development, resonate with personal identities, and access a history of craft and culture. Yet, physical computing instruction remains a complex instructional practice that requires navigating computation and reasoning, engineering and mechanisms, and creativity and problem-solving between physical and virtual spaces. Spurred by the pandemic, the shift to remote instruction fostered a wave of creativity in physical computing instruction and new lines of inquiry around access and inclusion, resilient learning, and the creativity, craft, and culture found in physical computing. This one-day workshop will convene a network of researchers, educators, and designers to uncover, share and reflect on our creative instructional responses. We will develop a set of agendas for continued innovation and inquiry in creative physical computing education in post-secondary contexts. Our aim is to cross-pollinate research agendas and strengthen educational approaches in critical STEM and design practices.
KW - creativity
KW - design
KW - higher education
KW - learning
KW - physical computing
KW - STEM
UR - http://www.scopus.com/inward/record.url?scp=85198903545&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85198903545&partnerID=8YFLogxK
U2 - 10.1145/3656156.3658396
DO - 10.1145/3656156.3658396
M3 - Conference contribution
AN - SCOPUS:85198903545
T3 - DIS 2024 - Proceedings of the 2024 ACM Designing Interactive Systems Conference
SP - 385
EP - 388
BT - DIS 2024 - Proceedings of the 2024 ACM Designing Interactive Systems Conference
PB - Association for Computing Machinery, Inc
Y2 - 1 July 2024 through 5 July 2024
ER -