Data Moves is a physical computing system composed of two devices, focusing on dynamic, student exploration-based learning through embodied interaction.
Both devices feature custom hardware and software to enhance the computer science learning experience by visualising on-board sensor-generated data.
In computing education for children, many creative methods have been devised for teaching programming. However, other fundamental aspects of computing have received less empirical attention. This work explores how number systems and data representation can be taught to 12-14 year old students through embodied movement and dance. We present two interactive physical computing artefacts, called DataMoves, enabling students to explore number systems and data. Our evaluation shows that embodied, exploration-based learning deepens students' data literacy and positively impacts their perceptions of traditionally dull topics.
The project was conceived during my summer internship at UCLIC (10 weeks). The aim was to create a tangible computing kit to teach computer science concepts to 12-14 year old students in the UK.
Below you can find early design sketches and the creative process that led to the creation of both devices. More information is available in the research paper we produced.
Presented at DIS '21.The wearable device features a 6-axis IMU, enabling the wearer to explore digital representations in front of a wall display. It provides real-time feedback through a dynamic visualisation created by the user's movements. The device is designed to be worn on the wrist, with a Velcro strap and a partially 3D-printed wristband housing the battery and charger. The top cover is detachable and secured by magnets.
The design went through numerous iterations to achieve a smooth, safe, and aesthetically pleasing look. Given the device's use by school children, safety was paramount, resulting in a "wavy" design to minimise accidents.
The base station features eight distance sensors, one on each side of an octagon-shaped device. Users interact by triggering the sensors, which visualise their actions on a screen. This setup allows exploration of the ASCII number system through the sensors. The base station focuses on lower body movements, enabling groups to interact with the device and see real-time visualisations of their positions.
The octagon shape guides users on where to stand, with arrows indicating position. The maximum number of sensors that could connect to a single Arduino was eight, providing sufficient spatial resolution. Time-of-flight sensors (VL53L1X) were used for long-range, low-latency proximity sensing, with a 4-metre radius in each direction. An I2C multiplexer and a HC-06 Bluetooth module were used to connect the sensors to an Arduino Nano 33 IoT.
Both designs feature easily detachable covers for internal access and maintenance.
The bracelet houses important components like the battery and charger, allowing for modular replacements and a compact design. It is connected to a Velcro strap to accommodate different wrist sizes, with the Velcro sewn for durability.
The bracelet is connected to a Velcro strap to accommodate different wrist sizes, with the Velcro sewn for durability.