TY - JOUR
T1 - Engaging with information beyond vision
T2 - hands-on approaches to computational thinking for blind and visually impaired learners
AU - Koh, Kyungwon
AU - Seo, JooYoung
AU - Chen, Si
AU - Cox, Eugene Malcolm
N1 - The project was made possible in part by the Institute of Museum and Library Services [LG-252360-OLS-22].
PY - 2025
Y1 - 2025
N2 - Introduction. This project develops accessible maker tools and activities to foster computational thinking (CT) skills in blind and visually impaired (BVI) learners, while investigating the experiences of two key groups: (1) BVI learners and (2) librarians and maker professionals who design and deliver accessible CT programs. Methods. The pilot phase designed and delivered an accessible electronics and coding curriculum to three BVI youth in a two-day summer camp. Data was collected through two debrief focus groups—one with BVI learners and one with the maker professionals who served as instructors. Analysis. All interviews were recorded and transcribed. The research team used a grounded theory approach to analyse the interview data. Results. Both learners and instructors highlighted the benefits of tactile and multi-sensory learning tools, though challenges emerged with the text-based coding platform. Learners self-reported increased confidence, autonomy, and interest in CT skills. Instructors adapted their approaches with detailed verbal descriptions and modifications to tools and lesson plans. Understanding the diverse needs of BVI learners and providing personalized assistance was crucial. Conclusion. Tactile and physical approaches to computational thinking show promise for previously marginalized learners, though challenges remain. Future research will explore how emerging technologies, including AI, can further enhance accessibility for BVI learners.
AB - Introduction. This project develops accessible maker tools and activities to foster computational thinking (CT) skills in blind and visually impaired (BVI) learners, while investigating the experiences of two key groups: (1) BVI learners and (2) librarians and maker professionals who design and deliver accessible CT programs. Methods. The pilot phase designed and delivered an accessible electronics and coding curriculum to three BVI youth in a two-day summer camp. Data was collected through two debrief focus groups—one with BVI learners and one with the maker professionals who served as instructors. Analysis. All interviews were recorded and transcribed. The research team used a grounded theory approach to analyse the interview data. Results. Both learners and instructors highlighted the benefits of tactile and multi-sensory learning tools, though challenges emerged with the text-based coding platform. Learners self-reported increased confidence, autonomy, and interest in CT skills. Instructors adapted their approaches with detailed verbal descriptions and modifications to tools and lesson plans. Understanding the diverse needs of BVI learners and providing personalized assistance was crucial. Conclusion. Tactile and physical approaches to computational thinking show promise for previously marginalized learners, though challenges remain. Future research will explore how emerging technologies, including AI, can further enhance accessibility for BVI learners.
KW - accessibility
KW - blind and visually impaired people
KW - computational thinking
KW - learning
KW - makerspaces
UR - http://www.scopus.com/inward/record.url?scp=105000424161&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=105000424161&partnerID=8YFLogxK
U2 - 10.47989/ir30iConf47353
DO - 10.47989/ir30iConf47353
M3 - Article
AN - SCOPUS:105000424161
SN - 1368-1613
VL - 30
SP - 280
EP - 286
JO - Information Research
JF - Information Research
IS - iConf (2025)
ER -