2024
Reunanen, Markku; Hoeberechts, Guus; Viljanen, Tytti
”A Step into the Computer Era” – A Comparative Study on Early Home Computing in the United Kingdom, the Netherlands, and Finland Journal Article
In: WIDERSCREEN, 2024, ISSN: 1795-6161.
Abstract | Links | Tags: Computer programming, Digital culture, Home computers
@article{nokey,
title = {”A Step into the Computer Era” – A Comparative Study on Early Home Computing in the United Kingdom, the Netherlands, and Finland},
author = {Markku Reunanen and Guus Hoeberechts and Tytti Viljanen},
url = {http://widerscreen.fi/numerot/ajankohtaista/a-step-into-the-computer-era-a-comparative-study-on-early-home-computing-in-the-united-kingdom-the-netherlands-and-finland/},
issn = {1795-6161},
year = {2024},
date = {2024-09-26},
journal = {WIDERSCREEN},
abstract = {This paper examines how early home computers were portrayed to domestic audiences in the UK, the Netherlands, and Finland. The first half of the 1980s saw rapid growth in the productization of these devices and their market. But how was the consumer convinced to buy a product they virtually did not have a need for? This comparative study aims to answer this question by analyzing advertising material for home computers from the late 1970s to mid-1980s. Madeleine Akrich’s two concepts, projected user and script, serve as the theoretical backbone of the discussion. The results show that, despite the three countries having vastly different domestic markets, the themes that emerge from the advertisements are consistent across them. Companies made grand promises concerning the possibilities and influence of new technology, but in hindsight many of them never realized. A fear of being left behind marked both the industries and the advertisements. On a more positive note, consumers were urged to enhance their own abilities, make their daily tasks easier, and provide a robust future for their children – to-be members of the information society.},
keywords = {Computer programming, Digital culture, Home computers},
pubstate = {published},
tppubtype = {article}
}
2019
Heljakka, Katriina; Ihamäki, Pirita; Tuomi, Pauliina; Saarikoski, Petri
Gamified Coding: Toy Robots and Playful Learning in Early Education Proceedings Article
In: 2019 International Conference on Computational Science and Computational Intelligence (CSCI), pp. 800-805, IEEE, 2019, ISBN: 978-1-7281-5584-5.
Abstract | Links | Tags: Coding, Computer programming, Gamification, Physical play, Toy robots
@inproceedings{Heljakka2019b,
title = {Gamified Coding: Toy Robots and Playful Learning in Early Education},
author = {Katriina Heljakka and Pirita Ihamäki and Pauliina Tuomi and Petri Saarikoski},
doi = {10.1109/CSCI49370.2019.00152},
isbn = {978-1-7281-5584-5},
year = {2019},
date = {2019-12-05},
booktitle = {2019 International Conference on Computational Science and Computational Intelligence (CSCI)},
pages = {800-805},
publisher = {IEEE},
abstract = {This paper explores the activity of coding with smart toy robots Dash and Botley as a part of playful learning in the Finnish early education context. The findings of our study demonstrate how coding with the two toy robots was approached, conducted and played by Finnish preschoolers aged 5-6 years. The main conclusion of the study is that preschoolers used the toy robots with affordances related to coding mainly in developing gamified play around them by designing tracks for the toys, programming the toys to solve obstacle paths, and competing in player-generated contests of dexterity, speed and physically mobile play.},
keywords = {Coding, Computer programming, Gamification, Physical play, Toy robots},
pubstate = {published},
tppubtype = {inproceedings}
}
2018
Tuomi, Pauliina; Multisilta, Jari; Saarikoski, Petri; Suominen, Jaakko
Coding Skills as a Success Factor for a Society Journal Article
In: Education and Information Technologies, vol. 23, no. 1, pp. 419–434, 2018, ISSN: 15737608.
Abstract | Links | Tags: Coding, Computational thinking, Computer programming, Education, Maker culture
@article{Tuomi2018,
title = {Coding Skills as a Success Factor for a Society},
author = {Pauliina Tuomi and Jari Multisilta and Petri Saarikoski and Jaakko Suominen},
doi = {10.1007/s10639-017-9611-4},
issn = {15737608},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Education and Information Technologies},
volume = {23},
number = {1},
pages = {419–434},
publisher = {Springer US},
address = {New York},
abstract = {Digitalization is one of the most promising ways to increase productivity in the public sector and is needed to reform the economy by creating new innovation related jobs. The implementation of digital services requires problem solving, design skills, logical thinking, an understanding of how computers and networks operate, and programming competence. These abilities can be considered as coding skills. The aim of the study is to find and classify the different approaches and methods of promoting and learning coding skills. In addition, coding initiatives in Finland are analyzed both from both an historical and a present-day point of view. As a result, we identified three different approaches to learning coding skills: 1) in formal settings (schools within the curriculum); 2) in non-formal settings (online, after school clubs); 3) in informal events (hackathons, jams etc.). In many cases, schools are utilizing coding events and materials created by non-profit organizations, governments, or companies. Coding is also learned in after school clubs on robotics or by creating devices using cheap computing hardware such as the Raspberry Pi.},
keywords = {Coding, Computational thinking, Computer programming, Education, Maker culture},
pubstate = {published},
tppubtype = {article}
}
