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By Géraldine Perriguey
All over the world computational thinking has been described as a basic skill that should be included in the educational curriculum. Until now, most of the pedagogical tools developed for computational thinking are screen-based online tools such as Scratch. Although these approaches are valid from an educational point of view, HyperCubes appears to be a new innovative and playful concept to introduce computational thinking using augmented reality.
Children become creators and learn sequences of instructions as coding blocks. Moreover, HyperCubes is for us, an explicite example of the Augmented Reality potential to teach abstract concepts.
– I point out that this article is absolutely not sponsored. –
Anna is from the beautiful city of Barcelona. During her Master’s Degree in Media Arts and Sciences at the MIT Medialab, she worked as a Creative Technologist at the Google Creative Lab and developed three AR Experiments: Paper Cubes, Draw&Dance and Invisible Highway.
HyperCubes was created as an evolution of Paper Cubes, prototype designed as a DIY AR kit. The idea behind the paper cube was to allow anyone to explore how to make the physical world augment the digital one with just some paper, scissors, glue, and a phone. The paper cubes was used to control a crowd of stick figures–make them jump, turn, stop, or even make them smarter with the AI paper cube.
HyperCubes was made to offer more freedom to the student via a set of commands and digital content.
HyperCubes is a combination of an application and paper cubes with augmented reality markers. The student can place the cubes everywhere and start building flowing systems in space, similar to traditional visual programming interfaces. The HyperCubes is the result of the Embodied Spatial Programming concept, incorporating the tracking of surfaces along with the basic tracking of the cubes.
Thanks to HyperCubes, children are able to code through tangible objects and mechanisms and the result will be immediately displayed through digital content overlaid on top of their physical environment, as an instantaneous response from their actions.
Unfortunately, HyperCubes are not yet commercialized.The hyperCubes was a research project and a set of qualitative user studies were undergone to assess the engagement levels and the potential learning outcomes of the application. They have demonstrated that through space, the physical environment, creativity and play the user is able to tinker with basic programming concepts that can lead to a better adoption of computational thinking skills. If you want to learn more about the next step of the project, register now to our online event.
When we found out about HyperCube we immediately wanted to try, I could love to learn, play or teach with this magic cubes ❤️❤️❤️ . The concept of Embodied Spatial Programming will probably become a new and potentially improved programming paradigm for learning computational thinking in space.
Anna Fusté Lleixà:
Twitter: @ afuste
Links shared during the presentation: