Please use this identifier to cite or link to this item: http://cmuir.cmu.ac.th/jspui/handle/6653943832/49882
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dc.contributor.authorPaulo Bliksteinen_US
dc.contributor.authorArnan Sipitakiaten_US
dc.date.accessioned2018-09-04T04:19:40Z-
dc.date.available2018-09-04T04:19:40Z-
dc.date.issued2011-07-18en_US
dc.identifier.other2-s2.0-79960239017en_US
dc.identifier.other10.1145/1999030.1999070en_US
dc.identifier.urihttps://www.scopus.com/inward/record.uri?partnerID=HzOxMe3b&scp=79960239017&origin=inwarden_US
dc.identifier.urihttp://cmuir.cmu.ac.th/jspui/handle/6653943832/49882-
dc.description.abstractMicrocontroller-based or physical computing devices have been used in educational settings for many years for robotics, environmental sensing, scientific experimentation, and interactive art. In this paper, we discuss design principles underlying the several available platforms for physical computing, based on a historical analysis of the development of these devices, and data from workshops conducted with students. We evaluate two of the main frameworks for physical computing ("Cricket" model and "Breakout" model), discuss affordances of each platform, and propose a new software and hardware design for microcontroller - based platforms. © 2011 Authors.en_US
dc.subjectComputer Scienceen_US
dc.titleQWERTY and the art of designing microcontrollers for childrenen_US
dc.typeConference Proceedingen_US
article.title.sourcetitleProceedings of IDC 2011 - 10th International Conference on Interaction Design and Childrenen_US
article.stream.affiliationsStanford Universityen_US
article.stream.affiliationsChiang Mai Universityen_US
Appears in Collections:CMUL: Journal Articles

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