ence. (Hugh, 2010) At the University of Rostock, a
pilot project was developed in which student teach-
ers ”present computer science in an exciting way”
(L. G
¨
obel, 2019b) by using enactive-haptic represen-
tations.
However, investigating how teachers work in
school and prepare their material, we were surprised
to learn that the enactive-haptic approach is seldom
used. The same was also observed some years ago by
other researchers. In 2011 Kalbitz et al. published a
paper about the use of the (Enactive-Iconic-Symbolic)
EIS principle in computer science lessons by Berlin
teachers. The data from 40 surveys showed a lack of
using enactive representations, although the EIS prin-
ciple was known by the teachers. Enactive methods
were used less by the respondents than iconic meth-
ods. One reason was, that the teachers hardly knew of
any alternatives (M. Kalbitz, 2011).
In the beginning, a literature study was conducted
to determine the current state of research on enactive-
haptic representations. After that, we came up with
different categories or model of enactivity, which are
described in this paper. We tried to make an order
between the categories and the existing approaches,
which was successful and will be described in the fol-
lowing.
2 THE ROOTS OF
ENACTIVE-HAPTIC
REPRESENTATION
First of all, it has to be clarified what enactive-haptic
representation really is. As a second step, a survey
will be conducted in which the focus will be on the
use of enactive-haptic representations.
The concept of enactive-haptic representations in
the classroom is based on the psychology of learn-
ing. Three main steps that over time led to the idea of
enactive-haptic learning, are briefly outlined.
The first well-known approach can be traced back
to Piaget described an approach to the cognitive de-
velopment of children through the theory of genetic
epistemology (genetic in this context means a kind
of development, in this case, the cognitive develop-
ment, but also the general epistemic development in
human beings). Depending on the age of the child,
four phases are distinguished – sensorimotor phase,
preoperational phase, concrete-operational phase and
formal-operational phase. ”Piaget was convinced that
children ”construct” their schemata through their in-
teraction with the environment”, said Mietzel (Miet-
zel, 1998). Thus, Piaget was one of the first who fo-
cuses on interaction with material as a means of learn-
ing, which directly leads to the creation of cognitive
relations (admittedly, the concept of cognition stems
from a later period, as Piaget’s first works were all
related to behaviorism). As the second in the row,
Aebli paid more attention to the process of educa-
tion and teaching and abstracts from the age-specific
model. He described three main stages: the concrete,
the pictorial and the symbolic stage. In the concrete
stage, work is done with concrete objects and mate-
rials. In the next stage – the pictorial stage – objects
represented pictorially are operated with. In the sym-
bolic stage, objects and operations are represented by
signs. The stage transitions are realized by reflecting
on one’s own activity, verbalizing the action, or by
practice (Aebli, 1985).
This step-wise approach by Aebli was taken to
a new level by Bruner, here the third one in our
short history of ”enaction”. With his enactive-iconic-
symbolic-principle (EIS), Bruner describes the differ-
ent ways of representing knowledge and skills. A
distinction is made between the enactive, iconic and
symbolic levels of representation. The modes of rep-
resentation refer to each other reciprocally and exist
on the same level (Bruner, 1970).
And now, the relation becomes clear: enactive
means in this sketched tradition that learning is best
taking place by using the human senses to interact
with the learning material. Enactive-haptic thus fo-
cuses on the usage of the sense haptic in the context
of learning, which mainly means: touching and inter-
acting with the material.
Coming to this point, we had to ask ourselves, how
this can be realized in Computer Science education?
This question has been answered by several other re-
searchers before, mainly in realizing approaches like
the unplugged model or other comparable ”hands-on”
material. But still, the concept is somewhat hard to
mediate to teachers-to-be. What confused them can
be mainly reduced to aspects like what is meant by
haptic in computer science is imitating the teacher’s
enactive, must the kid find it out all by themselves,
how much information must or can be embedded in
the material, what can I do if a kid is stuck?
So, the process of clarifying the concepts of en-
activity and representation requires a more detailed
analysis. What is required is a collection of ways
the school kids (the students) interact with the ma-
terial, which also represents the way a learning gain
is made, and which its core represents the advantage
of the method in relation to other methods. The inter-
action level can contain attributes like imitate, try out,
explore, listen, watch, try out and listen and the like.
Additionally, a spacial level exists: here the distinc-
tion can be made by answering the question whether
the room plays a role or not, and if it plays a role, then
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