Professional Documents
Culture Documents
Author Keywords
Augmented Reality; Computational Thinking;K-12 Educa-
tion; DIY; Paper Crafts; Programming; Spatial Cognition.
CCS Concepts
Permission to make digital or hard copies of part or all of this work for personal or •Human-centered computing → Mixed / augmented re-
classroom use is granted without fee provided that copies are not made or distributed
for profit or commercial advantage and that copies bear this notice and the full citation
ality; •Applied computing → Interactive learning envi-
on the first page. Copyrights for third-party components of this work must be honored. ronments; •Social and professional topics → Computa-
For all other uses, contact the owner/author(s).
CHI PLAY EA’19, October 22–25, 2019, Barcelona, Spain.
tional science and engineering education; K-12 education;
Copyright is held by the author/owner(s).
ACM ISBN 978-1-4503-6871-1/19/10.
http://dx.doi.org/10.1145/3341215.3356264
379
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
380
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
In contrast, with Paper Cubes [10], CodeCubes [5] and AR- HyperCubes
Maze [14] the user tracks physical cubes instead of cards. Description
The child plays with digital content around the cubes once HyperCubes is an Augmented Reality platform to play and
tracked. All these projects make limited use of spatial cog- tinker with computational thinking concepts by using a set
nition, requiring the user to remain at the same position and of paper cubes to create and program digital content in
offer little room to compose in space, with a single view- physical and virtual space. By tracking the cubes with an
point and less bodily engagement. The user is unable to AR mobile application, a flow of virtual objects can be con-
track objects from more than a meter away, greatly limiting trolled. Placing the cubes in different sequential order on
mobility and usability. Collaboration in real-time and peer any surface will create different outcomes. Each cube acts
programming become unattainable. as an input/output module that applies a predefined trans-
formation to the digital flow of elements. The students can
With HyperCubes, we build on top of these systems by al- easily build as many cubes as they want with accessible
lowing the user to move freely in the environment. Hyper- and cheap material such as paper, scissors and tape.
Cubes anchors the blocks in space in a way where the user
can walk away and the content will stay even if the block There are seven types of cubes [Figure 2] with a variety of
is out of view from the device camera. We lay out a spatial predefined actions and effects. Each cube type contains
scenario where we incorporate the concept of body-sintonic six behaviors inherently attached on each one of its sides
reasoning [23] that refers to the idea of using spatial cog- incorporating options adapted to the ages of late middle
nition and one’s own body to plan and execute sequential and elementary schoolers [36]. Every time one virtual ob-
commands of an external agent in space. ject collides with a cube, the behavior on that cube will be
applied to the object. Using the graphical user interface students learn about the connection between adjusting a
[Figure 3], the student can tweak parameters and modify parameter and how it flows through the application.
the actions and events applied to each object.
The loop cycle is initiated with the Play button in the inter-
Set of cubes face and it goes on forever or until the student stops it. The
• The Emitter cube generates the digital objects which example in Figure 4 [a,b] shows how the student makes
are the base unit of the application. use of the Emitter cube and the Transform cube to generate
characters and make them move forward in space. When-
• The Transform cube performs transformations to the ever an object collides with a cube, such as the Transform
virtual objects, such as translation, rotation, scale or cube, the cube lights up to signal its activation. This acti-
color. vation happens with all the cubes to assist the student in
• The Split cube creates new instances of the virtual understanding the sequential nature of their program.
objects and propagates them in multiple directions,
With the Logic cube, the student can make the flow of the
adding new pathways.
objects asynchronous. Thus, interesting configurations can
• The Logic cube presents the concept of logic gates give different outputs. For example, using a Sound behav-
that the student can apply to the virtual objects. ior, a child can create a song.
• The Physics cube contains behaviors related to real Another example can be observed in Figure 4 [c,d]. Using
world physics concepts such as gravity or elasticity. the Gaming cube, the child sets a couple of Checkpoint be-
haviors and creates different conditions. The Checkpoint
• The Effects cube adds visual, sound and animation being set up expects 10 blue spheres with a scale of two
effects to the objects and to itself for a playful experi- units. The person trying to solve the puzzle made use of
ence Portals, Color and Scale behaviors. In the image we can
observe how the first Checkpoint has just been solved, trig-
• Finally, the Gaming cube contains different elements
gering a celebration animation, and the second Checkpoint
that can be used to generate a game scenario. As an
has gotten 6 correct virtual objects so far.
example, the Checkpoint behavior allows the student
to configure conditions that have to be solved with System overview and implementation
other cubes. The software platform used to develop the application is
Unity3D. The AR content is tracked and displayed using the
Figure 4: Creating a flow of Vuforia library. The design of the patterns for each cube
User Experience
Characters in Space and setting up is based on a master pattern that is randomized for each
Once a cube is tracked, visual highlighting appears around
a Checkpoint behavior. From top to side of the cube and used as a frame surrounding the main
bottom: a. Top view of Emitter and the cube. When the student taps on the cube through the
screen on the device [Figure 1], a GUI appears with a side glyph. The main graphical user interface consists of a menu
Transform cube, b. flow of
menu. The parameters of each behavior can be tweaked by on the side with a low opacity background. After design it-
characters walking on a table, c.
menu to set up a Checkpoint interacting with this interface. Through live experimentation erations and feedback from the pilot studies, we decided to
behavior, d. solving a Checkpoint.
382
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
keep the buttons close to the edges of the device. By keep- collected using two different techniques: researcher notes
ing controls near the user’s fingers natural resting place, the and feedback forms from teachers. The main indicators
controls are easier to adjust while holding on to the device. used for the notes were duration of play, complexity of the
cubes configuration, collaboration level, need for external
To aid in the prototyping and development a desktop emu- help and usability issues. Teachers answered an anony-
lator was created [Figure 6]. It is an application to configure mous feedback form of 18 questions addressing usability,
and test the cubes on a regular computer. The cubes are engagement and applicability to the K-12 curriculum.
created in the virtual environment mimicking the laws of the
Figure 5: Using different cubes to physical setting when getting detected by the AR applica- The researcher notes analysis asserts that students played
change behavior and appearance. tion. The emulator allows the user to load and save scenes. with the application for more than 15 minutes. The com-
plexity of the cubes configuration ranged between creations
AR Technologies with 2 cubes to creations with 10 cubes. Collaboration was
The Vuforia library enables us to detect the markers in the high: they played in groups, discussing what to do next and
physical environment. It performs the tracking of the cubes. trying to achieve certain goals together. Younger students
Additionally, Surface (or Planar) Tracking detects and maps (<10) asked questions about behaviors. Older students
flat surfaces such as a table or floor. This technology en- (>10) used the documentation provided. Some usability
ables the persistence of content in space and is essential issues were noted and addressed afterwards.
to the HyperCubes experience. To perform Surface Track-
ing, the ARKit and ARCore libraries are used. These two All teachers agreed that the application could be helpful for
libraries are incorporated into the Vuforia library and can be the classroom and several subjects could benefit from using
used in Unity. Thus, the multi-targets can be tracked and it. Some of them pointed out the need for more feedback on
Figure 6: HyperCubes emulator.
anchored in space. The content becomes persistent. the cubes so that the interaction was more intuitive.
383
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
indicators were used for the researcher notes. The analysis Conclusions
of the notes is summarized as follows: We have designed, implemented and evaluated Hyper-
Cubes as an AR application that makes use of physical
Children and parents stay in the HyperCubes area for more paper cubes and leverages spatial cognition with the aim of
than an hour indicating a high level of engagement. The giving an introduction to computational thinking concepts in
DIY nature of the application and the paper craft is re- a creative and playful environment. HyperCubes has been
garded as a fun and engaging process. As seen in the pilot evaluated with pilot studies and a user study, which indicate
study, the students play together with the application and high levels of engagement and interest that the application
discuss what to do next in order to achieve certain goals. generates in children ranging from 8 to 14 years old. The
Figure 7: Sandfield Close students
studies have also shown how HyperCubes holds promise
playing with HyperCubes. The children make use of spatial cognition, making the digi-
as a potential learning framework and platform to learn not
tal objects go up and playing with portals to spread the con-
only about computational thinking but also about other sub-
tent all over the room. They watch the virtual objects collide
jects of the K-12 curriculum.
with other children in the room. They also stack them using
other objects that are laying around on the table. Children We have successfully implemented and deployed the ap-
make use of space to lay out their cube configurations and plication in a non-lab setting, where children from different
move around the cubes to understand the sequential pro- ages have been able to play with it. We leverage a child’s
gram relative to their location in the room. naturally developed spatial mental models in order to gen-
erate new constructs drawn from existing ones. We argue
The students have less difficulty in using the GUI and in-
that this approach generates an improved learning environ-
teracting with the application. They understand the basic
Figure 8: Museum workshop. ment over previous computational thinking platforms.
programming concepts behind the different behaviors and
Qualitative User Study. parameters. They also understand how modifying param- The pilot and qualitative user studies gave us a sense of
eters will get them different outputs and they are able to the level of engagement and interest that the application
reason which parameters will get them what they need; for generated, but do not offer conclusive evidence on learning
example, using a cube to change the color of a character rates or retention by students. A deeper quantitative user
or using the Logic cube to send each object to a different study should be performed with more time and resources.
direction or position. Students understand the sequencing In this case, we proceeded with a qualitative exploration
nature of the virtual objects as they travel through space that gave us results to show the engagement levels and
and are transformed by cube behaviors. The children ex- potential of the application as an educational tool. For a
periment with the order of the cubes and stop to reason future quantitative user study, we aim at comparing learning
with and understand the new output. As they continued rates on computational concepts in the AR setup and the
playing they noticeably improved at projecting to the fu- emulator setup. Students will engage in an activity using
ture and guessing what would occur when placing a certain the HyperCubes emulator on a computer and using the
cube in a new configuration. They modify the configuration HyperCubes AR application. This will allow us to validate
in order to get the output they want after reasoning and un- the learning rates achieved by the AR platform.
derstanding what is happening.
384
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
385
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
15. Hannes Kaufmann and Dieter Schmalstieg. 2002. 24. Shaileen Crawford Pokress and José Juan Dominguez
Mathematics and geometry education with Veiga. 2013. MIT App Inventor: Enabling personal
collaborative augmented reality. In ACM SIGGRAPH mobile computing. arXiv preprint arXiv:1310.2830
2002 conference abstracts and applications. ACM, (2013).
37–41. 25. Iulian Radu and Blair MacIntyre. 2009.
16. Alan Kay, Kim Rose, Dan Ingalls, Ted Kaehler, John Augmented-reality scratch: a tangible programming
Maloney, Scott Wallace, and others. 1997. Etoys & environment for children. In Proceedings of conference
SimStories. ImagiLearning Internal Document (1997). on interaction design for children, Como, Italy.
17. Mehmet Kesim and Yasin Ozarslan. 2012. Augmented 26. A Rees, Francisco J García-Peñalvo, I Jormanainen, M
reality in education: current technologies and the Tuul, and D Reimann. 2016. An overview of the most
potential for education. Procedia-Social and Behavioral relevant literature on coding and computational thinking
Sciences 47 (2012), 297–302. with emphasis on the relevant issues for teachers.
(2016).
18. Kangdon Lee. 2012. Augmented reality in education
and training. TechTrends 56, 2 (2012), 13–21. 27. Alex Repenning. 1993. Agentsheets: a tool for building
domain-oriented visual programming environments. In
19. James Lockwood and Aidan Mooney. 2017. Proceedings of the INTERACT’93 and CHI’93
Computational Thinking in Education: Where does it conference on Human factors in computing systems.
fit? A systematic literary review. arXiv preprint ACM, 142–143.
arXiv:1703.07659 (2017).
28. Mitchel Resnick, John Maloney, Andrés
20. Timothy S McNerney. 2004. From turtles to Tangible Monroy-Hernández, Natalie Rusk, Evelyn Eastmond,
Programming Bricks: explorations in physical language Karen Brennan, Amon Millner, Eric Rosenbaum, Jay
design. Personal and Ubiquitous Computing 8, 5 Silver, Brian Silverman, and others. 2009. Scratch:
(2004), 326–337. programming for all. Commun. ACM 52, 11 (2009),
21. Nora Newcombe. 2017. The connection between 60–67.
spatial intelligence and STEM. (2017). 29. Eric Rosenbaum. 2010. Color Code. (2010).
22. Nora S Newcombe. 2010. Picture this: Increasing math https://www.ericrosenbaum.com/color-code/
and science learning by improving spatial thinking. 30. Shourya Pratap Singh, Ankit Kumar Panda, Susobhit
American Educator 34, 2 (2010), 29. Panigrahi, and Ajaya Kumar Dash. 2018. PlutoAR: An
23. Seymour Papert. 1980. Mindstorms: Children, Inexpensive, Interactive And Portable Augmented
computers, and powerful ideas. Basic Books, Inc, New Reality Based Interpreter For K-10 Curriculum. arXiv
York, NY. preprint arXiv:1809.00375 (2018).
386
Works-in-Progress CHI PLAY'19, October 22–25, 2019, Barcelona, Spain
31. Arash Soleimani. 2014. CyberPLAYce: a play space of solidifies its importance. Journal of Educational
creative, intelligent tools promoting personal and Psychology 101, 4 (2009), 817.
computational expression for early learners. In
35. Jeannette M Wing. 2006. Computational thinking.
Proceedings of the 2014 companion publication on
Commun. ACM 49, 3 (2006), 33–35.
Designing interactive systems. ACM, 191–194.
32. Hideyuki Suzuki and Hiroshi Kato. 1993. AlgoBlock: a 36. Chip Wood. 1997. Yardsticks: Children in the
tangible programming language, a tool for collaborative Classroom Ages 4-14. A Resource for Parents and
learning. In Proceedings of 4th European Logo Teachers.. ERIC.
Conference. 297–303. 37. Fabio Zünd, Mattia Ryffel, Stéphane Magnenat, Alessia
33. Cristina Sylla, Pedro Branco, Clara Coutinho, and Marra, Maurizio Nitti, Mubbasir Kapadia, Gioacchino
Eduarda Coquet. 2012. TUIs vs. GUIs: comparing the Noris, Kenny Mitchell, Markus Gross, and Robert W
learning potential with preschoolers. Personal and Sumner. 2015. Augmented creativity: bridging the real
Ubiquitous Computing 16, 4 (2012), 421–432. and virtual worlds to enhance creative play. In
SIGGRAPH Asia 2015 Mobile Graphics and Interactive
34. Jonathan Wai, David Lubinski, and Camilla P Benbow.
Applications. ACM, 21.
2009. Spatial ability for STEM domains: Aligning over
50 years of cumulative psychological knowledge
387