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In these days, some primary schools have computer-based lessons using programming tools such as Squeak eToys to promote the ability of logical thinking ability and scientific concept. However, some students often give up their study at the programming lessons, and how to keep their motivation is an important problem. This paper describes the development of a project exchange tool for Squeak eToys using tangible media. We also report the results of evaluation on the usefulness of this method through conducted verification in primary school.