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ALGORITHMIC THINKING AND
DIGITAL FABRICATION
Guide: Prof. Pradeep G. Yammiyavar

Prabhat Kumar
Rishika Jain
Harshit Agrawal
Aim
To make it easy for people to understand spatial reasoning and simultaneously enhance algorithmic
thinking through an easy to use programing platform.
Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
Objective
Remove misconceptions that people have related to
programing.
Make learning programing and understanding of algorithmic
thinking as simple as manipulating blocks on screen
Motivate algorithmic thinking by relating code to a visual output
on the screen and to a tangible output of personal creation
Platform that helps teaching programing in a way that is
accessible to people with minimal computer knowledge
Methodology

Existing
platforms

User study

Conceptualizing
new platform

Prototype

Future work
Logo

Scratch
Logo
Mathetic (knowledge about learning) aspects of Turtle Geometry
Turtle geometry is an aid to learning other things because it encourages the conscious,
deliberate use of problem-solving and mathematic strategies (in order to learn
something, first make sense of it)
Play Turtle. Do it yourself.
Turtle circle is an incident of syntonic learning
Logo
Transitional Object : bridge between concrete and formal reasoning
Logo turtle - a ‟mathematical creature‟ that can move forwards or backwards and turn right or
left in response to programmed commands.
Kids can identify with the turtle

The link to formal reasoning through the turtle is effected in large part by a procedural
language(Logo) (hence, logo+turtle - real screen-based transitional object)
Might be experienced by children as simultaneously cognitive and emotional artifacts.
Is entirely screen-based and affects different kids to different extents

There is a need to rethink design of effective transitional objects objects and in the light of
new material technologies.
Logo
Microworld of Turtle Geometry
Microworlds serve as incubators of powerful ideas, productively constrained, selfcontained cognitive worlds
Again completely screen based in LOGO
Computationally enhanced construction kits can serve as micro worlds
(Eisenberg, 2003)
We aim to empower kids to build their own construction kits, a microworld that is
partially computational and partially tangible
Logo
‘Mathland’ as a cultural setting in which ideas of mathematics become
natural, personalized, and humanized
The idea of “talking mathematics” to a computer can be generalized to a view of
learning mathematics in “Mathland”; that is to say, in a context which is to learning
mathematics what living in France is to learning French. [Mindstorms, p. 6]
Logo
Decomposition
Papert refers to it as breaking down a program into "mind-size bites”.

Logo uses the metaphor of "teaching the turtle a new word”. The need for subprocedures is discovered and they are taught to the turtle.
Logo
Interface
Turtle indicates the state

Anthropomorphic metaphor in language
Research on
Learning Taxonomies
Bloom‟s taxonomy
sorts learning
objectives by
cognitive complexity

Knowledge: the student can recall specific facts or methods.
This level is characterized by verbs such as
enumerate, name, and define.
Comprehension: the student understands the meaning of
facts or concepts. This level is characterized by verbs such as
explain, discuss, and paraphrase.
Application: the student can solve problems by applying
knowledge to new concrete situations. This level is
characterized by verbs such as produce, implement, and
solve.
Analysis: the student can break down information into its
parts to determine motives or causes, or to make inferences.
This level is characterized by verbs such as
analyze, discriminate, and infer.
Synthesis: the student can combine elements in new ways to
produce novel wholes. This level is characterized by verbs
such as create, compose, and invent.
Evaluation: the student can make judgments about material
in light of selected criteria. This level is characterized by verbs
such as appraise, critique, and compare.
The SOLO taxonomy
sorts learning
outcomes by structural
complexity

PreStructural: a response at this level misses the
point or consists of empty phrases, which may be
elaborate but show little evidence of actual
learning;

Unistructural: this kind of response meets only a
single part of a given task or answers only one
aspect of question. It misses other important
attributes entirely;
Multistructural: the response is „a bunch of facts‟.
It expresses knowledge of various important
aspects, but does not connect them except
possibly on a surface level. The learner sees „the
trees‟ but not „the forest‟;
Relational: the response relates and integrates
facts into a larger whole that has a meaning of its
own. It is no longer a list of details; rather, facts
are used by the learner to make a point;
Extended abstract: a response at this level goes
beyond what is given and applies it to a broader
domain.
Introductory Programming Courses are demanding in today‟s era.
In comparison to its esteemed status in other subfields of education, these
taxonomy have received relatively little attention in programming education until
recent years.
Introductory Programming Courses are demanding in today‟s era.
In comparison to its esteemed status in other subfields of education, these
taxonomy have received relatively little attention in programming education until
recent years.
User study
User Type 1: People venturing into the world of programing
Programing Misconceptions
Program execution
The program flow
Parameter passing
Trace
Unnecessarily strict rules
Viability
Users Type 2: Spatial Thinking Skills
Problems Identified
Measuring of length and area.
Iteration of standard units
Need to apply multiplicative reasoning to the measurement of area.
Learning how to represent angle mathematically.

Children are more aware of angle in the context of movement (turns).
An important aspect of learning about geometry is to recognise the relation between
transformed shapes (rotation, reflection, enlargement). This is also difficult, since children‟s
pre-school experiences lead them to recognise the same shapes as equivalent across such
transformations, rather than to be aware of the nature of the transformation.
Observations
Young school children have difficulty with
the idea of decomposing shapes into parts
Difficulty with the inverse process of
composing new shapes by combining
two or more shapes to make a different
shape exists.
The barrier: these are unusual tasks for
children who might learn how to carry them
out easily given the right experience.
How to teach Spatial Thinking

space

representation

reasoning
Conceptualizing a new environment
The programing environment should
allow the learner to
Read the vocabulary: what do these words mean?
Follow the flow: what happens when?
See the state: what is the computer thinking?
Create by reacting: start somewhere, then sculpt
Create by abstracting: start concrete, then generalize
Follow the flow
See the state
Create by reacting
Create by abstracting
Language
Any programming system must have
Individual things
Groups of things

Commands that operate on things
Ways to repeat commands
Ways to make choices
Ways to create chunks
Ways to combine those chunks
Motivation
How fab can help

experiential
education

constructionism

critical
pedagogy

The motivation of being able to create and put
together a concept, in the form of a personal
structure makes the activity compelling, as it
results in the forming of an intellectual
attachment to, or engagement with the software
part of the process.
Students can investigate an object from all
angles helping in developing spatial reasoning.
Why Fab: Iterative cycle of creative
learning
think creatively

communicate
clearly

plan
systematically

learn
continuously

analyze
critically

work
collaboratively

design
iteratively
Existing Attempts
Revolve - Solve - Evolve - Resolve
4 different ways of thinking of 3D models that combine spatial
reasoning skills with algorithmic thinking

Method A : Spin around an axis
Method B : Move the Turtle - Body Syntonic (Spatial Thinking)

Method C: Construction Kits
Method D: Deconstruction
But essential prior learning
Training to understand 3-Dimension world inside computer screen
(Space, Representation and Reasoning)
Space
Representation
Reasoning
Method A: Spin Around the axis
Method B : Move the Turtle
Method C: Construction Kits
Source: http://www.thingiverse.com/thing:15754
Method D: Deconstruction

Source: http://blog.ponoko.com/2012/03/19/a-sophisticated-program-to-create-laser-cuttable-3d-forms/
Prototyping
http://prabhat1992.wordpress.com/
Current Prototype
Future Work

User interface design

Development
Testing
References
?

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Algorithmic thinking and digital fabrication (1) (2)

  • 1. ALGORITHMIC THINKING AND DIGITAL FABRICATION Guide: Prof. Pradeep G. Yammiyavar Prabhat Kumar Rishika Jain Harshit Agrawal
  • 2. Aim To make it easy for people to understand spatial reasoning and simultaneously enhance algorithmic thinking through an easy to use programing platform.
  • 3. Objective Remove misconceptions that people have related to programing. Make learning programing and understanding of algorithmic thinking as simple as manipulating blocks on screen Motivate algorithmic thinking by relating code to a visual output on the screen and to a tangible output of personal creation Platform that helps teaching programing in a way that is accessible to people with minimal computer knowledge
  • 4. Objective Remove misconceptions that people have related to programing. Make learning programing and understanding of algorithmic thinking as simple as manipulating blocks on screen Motivate algorithmic thinking by relating code to a visual output on the screen and to a tangible output of personal creation Platform that helps teaching programing in a way that is accessible to people with minimal computer knowledge
  • 5. Objective Remove misconceptions that people have related to programing. Make learning programing and understanding of algorithmic thinking as simple as manipulating blocks on screen Motivate algorithmic thinking by relating code to a visual output on the screen and to a tangible output of personal creation Platform that helps teaching programing in a way that is accessible to people with minimal computer knowledge
  • 6. Objective Remove misconceptions that people have related to programing. Make learning programing and understanding of algorithmic thinking as simple as manipulating blocks on screen Motivate algorithmic thinking by relating code to a visual output on the screen and to a tangible output of personal creation Platform that helps teaching programing in a way that is accessible to people with minimal computer knowledge
  • 9. Logo Mathetic (knowledge about learning) aspects of Turtle Geometry Turtle geometry is an aid to learning other things because it encourages the conscious, deliberate use of problem-solving and mathematic strategies (in order to learn something, first make sense of it) Play Turtle. Do it yourself. Turtle circle is an incident of syntonic learning
  • 10. Logo Transitional Object : bridge between concrete and formal reasoning Logo turtle - a ‟mathematical creature‟ that can move forwards or backwards and turn right or left in response to programmed commands. Kids can identify with the turtle The link to formal reasoning through the turtle is effected in large part by a procedural language(Logo) (hence, logo+turtle - real screen-based transitional object) Might be experienced by children as simultaneously cognitive and emotional artifacts. Is entirely screen-based and affects different kids to different extents There is a need to rethink design of effective transitional objects objects and in the light of new material technologies.
  • 11. Logo Microworld of Turtle Geometry Microworlds serve as incubators of powerful ideas, productively constrained, selfcontained cognitive worlds Again completely screen based in LOGO Computationally enhanced construction kits can serve as micro worlds (Eisenberg, 2003) We aim to empower kids to build their own construction kits, a microworld that is partially computational and partially tangible
  • 12. Logo ‘Mathland’ as a cultural setting in which ideas of mathematics become natural, personalized, and humanized The idea of “talking mathematics” to a computer can be generalized to a view of learning mathematics in “Mathland”; that is to say, in a context which is to learning mathematics what living in France is to learning French. [Mindstorms, p. 6]
  • 13. Logo Decomposition Papert refers to it as breaking down a program into "mind-size bites”. Logo uses the metaphor of "teaching the turtle a new word”. The need for subprocedures is discovered and they are taught to the turtle.
  • 14. Logo Interface Turtle indicates the state Anthropomorphic metaphor in language
  • 16. Bloom‟s taxonomy sorts learning objectives by cognitive complexity Knowledge: the student can recall specific facts or methods. This level is characterized by verbs such as enumerate, name, and define. Comprehension: the student understands the meaning of facts or concepts. This level is characterized by verbs such as explain, discuss, and paraphrase. Application: the student can solve problems by applying knowledge to new concrete situations. This level is characterized by verbs such as produce, implement, and solve. Analysis: the student can break down information into its parts to determine motives or causes, or to make inferences. This level is characterized by verbs such as analyze, discriminate, and infer. Synthesis: the student can combine elements in new ways to produce novel wholes. This level is characterized by verbs such as create, compose, and invent. Evaluation: the student can make judgments about material in light of selected criteria. This level is characterized by verbs such as appraise, critique, and compare.
  • 17. The SOLO taxonomy sorts learning outcomes by structural complexity PreStructural: a response at this level misses the point or consists of empty phrases, which may be elaborate but show little evidence of actual learning; Unistructural: this kind of response meets only a single part of a given task or answers only one aspect of question. It misses other important attributes entirely; Multistructural: the response is „a bunch of facts‟. It expresses knowledge of various important aspects, but does not connect them except possibly on a surface level. The learner sees „the trees‟ but not „the forest‟; Relational: the response relates and integrates facts into a larger whole that has a meaning of its own. It is no longer a list of details; rather, facts are used by the learner to make a point; Extended abstract: a response at this level goes beyond what is given and applies it to a broader domain.
  • 18. Introductory Programming Courses are demanding in today‟s era. In comparison to its esteemed status in other subfields of education, these taxonomy have received relatively little attention in programming education until recent years.
  • 19. Introductory Programming Courses are demanding in today‟s era. In comparison to its esteemed status in other subfields of education, these taxonomy have received relatively little attention in programming education until recent years.
  • 21. User Type 1: People venturing into the world of programing
  • 22. Programing Misconceptions Program execution The program flow Parameter passing Trace Unnecessarily strict rules Viability
  • 23. Users Type 2: Spatial Thinking Skills
  • 24. Problems Identified Measuring of length and area. Iteration of standard units Need to apply multiplicative reasoning to the measurement of area. Learning how to represent angle mathematically. Children are more aware of angle in the context of movement (turns). An important aspect of learning about geometry is to recognise the relation between transformed shapes (rotation, reflection, enlargement). This is also difficult, since children‟s pre-school experiences lead them to recognise the same shapes as equivalent across such transformations, rather than to be aware of the nature of the transformation.
  • 25. Observations Young school children have difficulty with the idea of decomposing shapes into parts Difficulty with the inverse process of composing new shapes by combining two or more shapes to make a different shape exists. The barrier: these are unusual tasks for children who might learn how to carry them out easily given the right experience.
  • 26. How to teach Spatial Thinking space representation reasoning
  • 27. Conceptualizing a new environment
  • 28. The programing environment should allow the learner to Read the vocabulary: what do these words mean? Follow the flow: what happens when? See the state: what is the computer thinking? Create by reacting: start somewhere, then sculpt Create by abstracting: start concrete, then generalize
  • 34. Any programming system must have Individual things Groups of things Commands that operate on things Ways to repeat commands Ways to make choices Ways to create chunks Ways to combine those chunks Motivation
  • 35. How fab can help experiential education constructionism critical pedagogy The motivation of being able to create and put together a concept, in the form of a personal structure makes the activity compelling, as it results in the forming of an intellectual attachment to, or engagement with the software part of the process. Students can investigate an object from all angles helping in developing spatial reasoning.
  • 36. Why Fab: Iterative cycle of creative learning think creatively communicate clearly plan systematically learn continuously analyze critically work collaboratively design iteratively
  • 38. Revolve - Solve - Evolve - Resolve 4 different ways of thinking of 3D models that combine spatial reasoning skills with algorithmic thinking Method A : Spin around an axis Method B : Move the Turtle - Body Syntonic (Spatial Thinking) Method C: Construction Kits Method D: Deconstruction
  • 39. But essential prior learning Training to understand 3-Dimension world inside computer screen (Space, Representation and Reasoning)
  • 40. Space
  • 43. Method A: Spin Around the axis
  • 44. Method B : Move the Turtle
  • 45. Method C: Construction Kits Source: http://www.thingiverse.com/thing:15754
  • 46. Method D: Deconstruction Source: http://blog.ponoko.com/2012/03/19/a-sophisticated-program-to-create-laser-cuttable-3d-forms/
  • 50. Future Work User interface design Development Testing
  • 52. ?