• Corpus ID: 33688772

The Children's Machine

  title={The Children's Machine},
  author={Seymour Papert},
A portable sheetboard cutting machine of the type in which a saw is slidably mounted on guide rails which extend upwardly across and in front of a work supporting frame. The guide rails may be moved horizontally along the frame and rotated in a plane parallel to the frame into any desired angular position with respect to the vertical. In this way, the operator can make both horizontal and angular cuts without moving the sheetboard on the frame. 
SoundBlocks and SoundScratch: Tangible and Virtual Digital Sound Programming and Manipulation for Children
A simplified anchor for firmly connecting wood or the like to concrete. The anchor includes a pair of connector elements. One element comprises a fluted concrete nail having the usual head and is
Technical school students design and develop robotic gear-based constructions for the transmission of motion
This paper describes how students of a Technical and Vocational School in Greece (age 16-20) learnt important mathematical and scientific ideas through their own design and programming activities
Writing in Virtual Worlds
Hayley and Emir, sitting two at the computer, take turns dragging and dropping Lego-like digital blocks from one section of the screen to another in the Scratch program interface. “Press the flag!”
Exploring Children's Spatial Visual Thinking in an HyperGami Environment.
This study investigates children's spatial cognition in the microcomputer environment created by "HyperGami" and suggests that HyperGami is a rich environment for developing spatial visual thinking skills.
Smacking Screws with Hammers: Experiencing Affordances of Block-based Programming through the Hourglass Challenge
The Hourglass Challenge is introduced as a way for students to experience affordances through a programming challenge based on mis-aligned tools and problems to promote efforts that enable learners to develop a better understanding of computational thinking tool affordances as essential mediators between problems and tools.
C-cards in music education
  • A. Valente, Kirstin Lyon
  • Education
    Fifth IEEE International Conference on Advanced Learning Technologies (ICALT'05)
  • 2005
A simple extension to c-cards, a playful and intuitive mind-tool, is presented, that enables pupils to build and play with tangible musical machine.
LEGOsheets: a rule-based programming, simulation and manipulation environment for the LEGO Programmable Brick
The combination of LEGOsheets and the Programmable Brick is an educational environment that provides a gentle, enticing introduction to programming and the design of mechanical artifacts.
Augmenting C-cards with music actions
A new way of introducing music to classes of 8 to 10 years old pupils, by adopting a recent educational tool for teaching Computer Science, c-cards, is proposed, that enables pupils to build and play with tangible musical machine.
The role of visually rich technology in facilitating children's writing
  • J. Vincent
  • Psychology
    J. Comput. Assist. Learn.
  • 2001
The writing outcomes of a case study group of five upper primary children with a strongly preferred visual learning style were examined when the children were encouraged to write with the aid of a computer and a visually rich software medium, suggesting the possible vital place of computers in the full realisation of their potential byChildren with a visually preferred learning style.