In this project, my partner Aashna Sharaf and I built an educational toolkit helping teach kids between the age of 7-9 years the basics of logic and boolean operations. Computer science is a fundamental literacy today; however, when computer science is taught, it is often through computer screens and digital apps. This often poses significant access issues especially in countries like India and Vietnam. To address this problem of poor computer science/computational thinking education in the early years, we created hands-on, tactile learning materials that break down the fundamental ideas of logic gates and boolean operators for children as young as age seven.
The specific learning outcomes for this toolkit are as follows:
By engaging with the kit, learners will be introduced to the basic concept of boolean logic and operators (using physical logic gates), specifically AND, OR and NOT.
Learners will predict outputs to given inputs in a specific circuit system/set up in binary form
Learners will be able to randomise challenges to address authentic computational problems related to turning inputs into a desired output
Learners will be able to visualise the flow of electricity as it interacts with logic gates
Learners will be empowered to build complex computational systems to convert inputs into respective outputs.
We did a comprehensive search for other such products that teach about logic gates and saw that there wasn’t a single educational toolkit that uses the mechanisms and structure we conceived. Most simulators were digital only such as circuit verse and academo. These allowed a high degree of complexity but did not help with physical visualisation and processing. Then there were games such as card games and dominos. They were less dynamic in nature and didn’t help users visualise the flow of signals. As such, there wasn’t a single toy that combined the affordance of digital and physical representation. That’s exactly what we set out to do.
Iteration 1
Iteration 2
Before finalizing our design, we went through around 20 iterations with different adjustments to details in our design. However, in this part of the report, for conciseness, we are going to describe some major developments in our design of the learning toy set.
Initially, we came up with the idea of using 2*2*2 cubes with pathways on the top to help children learn about digital circuitry. The photo on the left shows an OR gate with glue gun representing the pathway. [Iteration 1]
However, as the design does not allow for intuitive interactions with the marble and trying to understand the logic gates using these blocks would require the children to read through instructions carefully, we decided to change our design. After doing a lot of literature review and browsing similar products about logic gates, we were finally able to come up with a mechanism for the AND and OR gate, ready to start our second design. We were determined that we would design a seesaw for these gates, and the weight of the marbles would help the users differentiate the number of inputs. This design required us to iterate many times as a slight difference in the dimensions of any components or the weight of any part would result in a great change in the way the block works. [Iteration 2]
In some iterations, we also designed sliders that decide the number of inputs into the gates. However, after testing the product with some of our classmates, we found that they were confused by the presence of the sliders and did not really get how the gates work intuitively.
Our final product is a learning toy kit that includes: 1) a board for all the logic gates to be placed on, 2) input and output cubes, 3) three types of logic gates, 4) two types of connecting blocks, 5) marbles as representations of input/output, and 6) a guide book.
The AND and OR gates share the same mechanism of a seesaw. The only difference is the number of input (marbles) required for one output to go out from the block.
The NOT gate employs a different mechanism with a slider.
AND gate
OR gate
NOT gate
We designed two types of connecting blocks: one with fixed pathways and one with flexible/ detachable pathways.
The board was designed in a way that allows freedom and flexibility for the users. The input and output cubes are not attached to any base so that the users can easily manipulate the input and output to create their own circuitry.
Connecting block type 1 (fixed pathways)
Connecting block type 2 (detachable pathways)
Playing board
Our userguide is kept concise so that users do not need to rely heavily on the guide to successfully tinker with the learning toy set.
Theoretical & Technical Framework
There is a clear theoretical rationale for our proposed solution. From a pedagogical standpoint there is a need to teach children about computational thinking in the early years. As mentioned earlier, there are nearly 10 times more computer science jobs than there are students to fill them so exposing children to the underpinnings of computer science early is very important.
In line with Piaget’s theory, “ Knowledge is not information to be delivered at one end, and encoded, stored, retrieved, and re-applied at the other end. Instead, knowledge is experience to be constructed through interactions with the world (people and things) (Ackerman, 2004).” Our toy compels children to engage in trial error and collaborate in order to understand the “logic” behind its functioning. As such, our audience would use our project in informal learning settings such as homes and museums.
The design features, affordances and representations developed align with our theories of learning. We believe our toy falls within the category of constructionist learning and as such our learning goals involve learning about boolean logic and operators through building complex systems without instructions, with an emphasis on experimentation. We purposely chose wood as our medium of building since there is a dearth of physical toys that teach children about computational thinking. There is a heavy emphasis on screens and digitally programmed softwares to teach kids about it however, the physicality of blocks allows tinkering and visualisation in a way that isn’t possible with existing software solutions.