Why eToys?

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eToys provides a visual programming language and environment designed for young children. Theoretically, it draws on Seymour Papert's constructionist approach to using computers as tools for children to create public artefacts, learning through playful construction. In eToys, a learner can paint an object (such as a car), and drag out tiles that represent instructions to make the object move, turn, change shape and colour, and interact in countless ways with other objects. Learners can create models of phenomena such as phases of the moon, the diffusion of dye in water, or the behaviour of a salmon swimming upstream. With eToys learners can also create active essays which consist of written essays, simulations or models, and the programs that underpin their models.

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Learning eToys is easy with Kusasa's helpful tutorials. Each of eToy's features is introduced by one of the Kusasa characters in a comic-style format with speech bubbles and step-by-step instructions. This makes it easy for learners – and facilitators – to pick up the way eToys works. In no time at all learners will be surprising each other and their teachers with their own eToys projects.