E78 Integrating Computational Thinking into the Learning of Fitness Tasks with Sportions (Short paper) Iteration 1 – Cardboard Prototype To examine how users interpret motion components, a cardboard prototype based on common coding primitives (speed, turning angle) was created (Figure 1). Four adults (ages 20–60) constructed the squat exercise using the cards. Results showed that these primitives were too abstract— particularly angles—and participants struggled to model the movement. Figure 1. Illustration of the cardboard version of the Sportions software. Iteration 2 – Exploring Invented Representations To identify more intuitive representations, four adults verbally described a squat. Their descriptions consistently included: (1) a starting position (“standing straight”); (2) the moving body part; (3) the moving body part’s motion (“going down with your backside”), and (4) key points of attention (“exhale on the way up”). Iteration 3 – Early Computational Version A new digital version employed blocks representing initial position, body part, and joint action (extend/contract). Four participants—including two with physical education backgrounds—tested the interface. All reported curiosity and motivation, and several design issues were identified and refined, leading to an improved layout and sequencing system (Figure 2).
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