We believe that children as young as ten can directly benefit from opportunities to engage in computational thinking. One approach to provide these opportunities is to focus on social game play. Understanding game play is common across a range of media and ages. Children can begin by solving puzzles on paper, continue on game boards, and ultimately complete their solutions on computers. Through this process, learners can be guided through increasingly complex algorithmic thinking activities that are built from their tacit knowledge and excitement about game play. This paper describes our approach to teaching computational thinking skills without traditional programming -but instead by building on children's existing game playing interest and skills. We built a system called CTArcade, with an initial game (TicTac-Toe), which we evaluated with 18 children aged 10-15. The study shows that our particular approach helped young children to better draw out and articulate algorithmic thinking patterns, which were tacitly present when they played naturally on paper, but not explicitly apparent to them until they used the CTArcade interface.
Users share vast amounts of personal information online, but are they fully aware of what information they are sharing and with whom? In this paper, we focused on Facebook apps and set out to understand how concerned users are about privacy and how well-informed they are about what personal data apps can access. We found that initially, subjects were generally under-informed about what data apps could access from their profiles. After viewing additional information about these permissions, subjects' concern about privacy on Facebook increased. Subjects' understanding of what data apps were able to access increased, although even after receiving explicit information on the topic, many subjects still did not fully understand the extent to which apps could access their data.
Group exercise has multiple benefits including greater adherence to fitness regimens, increased enjoyment among participants, and enhanced workout intensity. While a large number of technology tools have emerged to support realtime feedback of individual performance, tools to support group fitness are limited. In this paper, we present a set of wearable e-textile displays for running groups called Social Fabric Fitness (SFF). SFF provides a glanceable, shared screen on the back of the wearer's shirt to increase awareness and motivation of group fitness performance. We discuss parallel prototyping of three designs-one flexible e-ink and two flexible LED-based displays; the selection and refinement of one design; and two evaluations-a field study of 10 running groups and two case studies of running races. Our qualitative findings indicate that SFF improves awareness of individual and group performance, helps groups stay together, and improves in-situ motivation. We close with reflections for future athletic e-textile displays.
ACM Classification KeywordsH5.m. Information interfaces and presentation (e.g., HCI).
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