ACM Home Page
Please provide us with feedback. Feedback
curlybot: designing a new class of computational toys
Full text PdfPdf (987 KB)
Source Conference on Human Factors in Computing Systems archive
Proceedings of the SIGCHI conference on Human factors in computing systems table of contents
The Hague, The Netherlands
Pages: 129 - 136  
Year of Publication: 2000
ISBN:1-58113-216-6
Authors
Phil Frei  Tangible Media Group, MIT Media Laboratory, 20 Ames Street, Cambridge, MA
Victor Su  Tangible Media Group, MIT Media Laboratory, 20 Ames Street, Cambridge, MA
Bakhtiar Mikhak  Epistemology and Learning Group, MIT Media Laboratory, 20 Ames Street, Cambridge, MA
Hiroshi Ishii  Tangible Media Group, MIT Media Laboratory, 20 Ames Street, Cambridge, MA
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 13,   Downloads (12 Months): 77,   Citation Count: 34
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/332040.332416
What is a DOI?

ABSTRACT

We introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development — ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can record how it has been moved on any flat surface and then play back that motion accurately and repeatedly. Children can use curlybot to develop intuitions for advanced mathematical and computational concepts, like differential geometry, through play away from a traditional computer.

In our preliminary studies, we found that children learn to use curlybot quickly. They readily establish an affective and body syntonic connection with curlybot, because of its ability to remember all of the intricacies of their original gesture; every pause, acceleration, and even the shaking in their hand is recorded. Programming by example in this context makes the educational ideas implicit in the design of curlybot accessible to young children.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Abelson H., and diSessa A. (1981). Turtle Geometry. MIT Press.
 
2
Borovoy R., and Martin F. (1999). Tradable Bits. <http://el.www.media.mit.edu/people/borovoy/cars/>.
3
4
 
5
Brosterman, N. (1997). Inventing Kindergarten. New York, Harry N. Adams Inc.
 
6
7
 
8
Levin, Golan. Curly. <http://acg. media, mit. edu/peop I e/golan/c url y/>.
 
9
Kafai Y., and Resnick, M., eds. (1996). Constructionism in Practice." Designing, Thinking, and Learning in a Digital World. Mahwah, N J, Lawrence Erlbaum.
 
10
 
11
 
12
Resnick, M. (1998). Technologies for Lifelong Kindergarten. Educational Technology Research and Development, vol. 46, no. 4.
 
13
Resnick, M., Eisenberg, M., Berg, R., and Martin, F. (1999). Learning with Digital Manipulatives: A New Generation of Froebel Gifts for Exploring "Advanced" Mathematical and Scientific Concepts. Research proposal, May 1999.
 
14
 
15
Turkle, S., and Papert, S. (1990). Epistemological Pluralism. Signs 16, 1, 128-157.
16
 
17
Shotwell, J., Wolf, D., and Gardner, H. (1979). Exploring Early Symbolization. In B. Sutton-Smith (ed.), Play and Learning.
 
18
Silverman B., and Tempel M. (1991). Fuzzy Logo. Logo Foundation Memo. <http://el.www.media.mit.edu/groups/ logo-foundation/Publications/Fuzzy-Logo.html>.
 
19
Snibbe, Scott (1995). Motion Phone. Interactive Communities, SIGGRAPH '95.
 
20

CITED BY  34

Collaborative Colleagues:
Phil Frei: colleagues
Victor Su: colleagues
Bakhtiar Mikhak: colleagues
Hiroshi Ishii: colleagues