
doi: 10.9776/16598
handle: 2142/89352
Using tangibles and maker spaces has been found to be beneficial for teaching computing and therefore promoting computational thinking. Since making E-textiles involves many computational activities (connecting cables and coding) in addition to other making activities (sewing and drawing…) E-textiles rather teach computational making. This study explores the learners’ experience while they make e-textile projects. Tracking the feelings and thoughts entertained by the learners during the process of creating tangible projects reveals interesting findings. ; Made available in DSpace on 2016-03-08T22:52:47Z (GMT). No. of bitstreams: 3 ElMimouni598.pdf: 270809 bytes, checksum: 495180509458351a6c15801a580b3bae (MD5) ElMimouni598.epub: 77940 bytes, checksum: fa96b324664b335f7b4e4c5a06a1a96a (MD5) license.txt: 4813 bytes, checksum: 715c4321821a960fa1a1e91d2ac7ebce (MD5) Previous issue date: 3
computational making, teaching technology, computational thinking, E-textiles, tangibles, 004
computational making, teaching technology, computational thinking, E-textiles, tangibles, 004
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