Nwanua Elumeze

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This paper proposes a curriculum for a high school e-textile course-a curriculum rooted in our experiences in developing an e-textile construction kit and in holding several courses and workshops with these materials. The paper briefly describes the e-textile kit and reports on our teaching experiences, reflecting on the relationship between the evolving(More)
Construction kits represent a venerable, creative, and (occasionally) even beautiful genre of educational toys for children. Nonetheless, traditional construction kits have limitations as educational media. In the past decade, a number of research efforts have attempted to address these limitations by augmenting construction kit design with various types of(More)
An astonishing array of new technologies is currently effecting a revolution in the professional design of textile artifacts. This integration of electronics and computation into textiles likewise suggests new directions in the practice of children's crafts. In this paper, we present a classification scheme that we believe will prove useful in structuring(More)
The subject of children's programming has long been a vexed and controversial one in the field of educational technology. Debates in this area have typically focused on issues such as how to create a child-friendly programming language; or whether children can learn particular topics (e.g., recursion) in programming; or indeed, whether it is worthwhile for(More)
In this paper we present Quilt Snaps, a fabric based construction kit consisting of a set of computationally enhanced quilting pieces. Our discussion focuses on three ways that children can engage with Quilt Snaps. First, Quilt Snaps allows children to act as the engineers, designers, and decorators of their own digital manipulatives. Second, by playing(More)
The traditional view of the "home computer" is as a self-contained appliance: computation, on this view, is something that takes place within a desktop box, and that produces interesting visual effects only on a screen. In this paper, we argue that one can alternatively view "the computer" through its tangible effects on larger settings: that is, the(More)
This paper presents a working prototype of a mobile, programmable set of construction kit elements for children. SmartTiles are small, lightweight, independently programmable tile objects that can be combined to cover various sorts of planar surfaces; each touch-sensitive tile contains its own computer and LED, and communicates with its neighboring tiles(More)
Ubiquitous computing, as a subfield of computer science, has traditionally been associated with a set of principles expressed (loosely but tellingly) with terms like transparency, invisibility, and the like: essentially, the idea is that people should be able to use ubiquitous computing artifacts while hardly being conscious that they are doing so. We argue(More)
One of the recurring design issues in creating computational artifacts for children is the question of programmability. On the one hand, there is only a limited range of things that a non-programmable artifact or toy can be "taught" to do. On the other hand, the traditional trappings and cultural associations of full-scale programming (e. g., incorporating(More)
Graphs are a versatile representation of many systems in computer science, the social sciences, and mathematics, but graph theory is not taught in schools. We present our work on Graphmaster, a computationally enhanced construction kit that enables children to build graphs of their own and investigate their properties by experimenting with algorithms that(More)