{"meta":{"version":"2.1","_links":{"self":{"href":"https://api.vam.ac.uk/v2/object/O1577848"},"collection_page":{"href":"https://collections.vam.ac.uk/item/O1577848/"}},"images":null,"see_also":null},"record":{"systemNumber":"O1577848","accessionNumber":"B.91-2022","objectType":"Toy","titles":[],"summaryDescription":"Released in 2019, the Fisher-Price Think & Learn Code-a-pillar Twist is a toy aimed at children between three and six  years old. Designed to introduce the basic sequential thinking behind coding, the user programmes a five-step sequence  of movement and sound through turning a dial on each of the caterpillar’s five segments.\r\n\r\nThe five segments can be programmed to represent:\r\n\r\n\t•\tTurn left,\r\n\t•\tMove straight forward,\r\n\t•\tTurn right,\r\n\t•\tMusic,\r\n\t•\tEating sounds,\r\n\t•\tChat,\r\n\t•\tAnimal sounds, or\r\n\t•\tMusic and sleeping sounds.\r\n\r\nThe principles of the Code-a-pillar Twist are taken from those of 1980s Turtle robots, but simplified for the younger target  audience. Like the turtle robot, the Code-A-Pillar Twist requires its user programme a specific sequence of movement,  with each instruction working in relation to the position of the object E.G. ‘turn left’ or ‘move forward one space’. However,  the ability to physically ‘programme’ the Code-A-Pillar Twist by turning dials on each segment removes the need for a  separate computer and programming software, simplifying the process of programming for a younger user. \r\n\r\nYoung V&amp;A have acquired the second edition of the Code-a-pillar Twist. The first edition, released in 2016, consisted of eight separate modules, with each module resembling a specific action (turn left, move forward, etc). The child would  programme the movement sequence by disassembling and re-assembling the modules, which were connected via USB  ports. This design was discontinued, as it was found that the USB connections were too fragile and difficult for young  children to manipulate.","physicalDescription":"A blue and white plastic catapillar with five small segments and one large head segment with large anthropomorphic blue eyes. The top of each small segment has a blue dial, and the main head segment has: a 'play' button and a speaker.","artistMakerPerson":[],"artistMakerOrganisations":[{"name":{"text":"Fisher Price","id":"A11725"},"association":{"text":"","id":""},"note":""}],"artistMakerPeople":[],"materials":[{"text":"plastic","id":"AAT14570"},{"text":"electrical components","id":"x36640"},{"text":"","id":""}],"techniques":[],"materialsAndTechniques":"","categories":[{"text":"Children & Childhood","id":"THES48980"},{"text":"Learning (development) toys","id":"THES274383"},{"text":"Digital play","id":"THES274367"}],"styles":[],"collectionCode":{"text":"YVA","id":"THES48593"},"images":[],"imageResolution":"high","galleryLocations":[{"current":{"text":"003","id":"THES324707"},"free":"","case":"","shelf":"","box":""}],"partTypes":[[{"text":"educational toys","id":"AAT211041"}]],"contentWarnings":[{"apprise":"","note":""}],"placesOfOrigin":[{"place":{"text":"China","id":"x29398"},"association":{"text":"","id":""},"note":""}],"productionDates":[{"date":{"text":"2019-2021","earliest":"2019-01-01","latest":"2021-12-31"},"association":{"text":"","id":""},"note":""}],"associatedObjects":[],"creditLine":"","dimensions":[{"dimension":"Height","value":"130","unit":"mm","qualifier":"","date":{"text":"","earliest":null,"latest":null},"part":"","note":""},{"dimension":"Width","value":"88","unit":"mm","qualifier":"","date":{"text":"","earliest":null,"latest":null},"part":"","note":""},{"dimension":"Length","value":"415","unit":"mm","qualifier":"","date":{"text":"","earliest":null,"latest":null},"part":"","note":""}],"dimensionsNote":"","marksAndInscriptions":[],"objectHistory":"","historicalContext":"","briefDescription":"Learning toy, 'Code-a-Pillar Twist', plastic and electronic components; Fisher Price (USA), designed 2019.","bibliographicReferences":[],"production":"","productionType":{"text":"","id":""},"contentDescription":"","contentPlaces":[],"associatedPlaces":[],"contentPerson":[],"associatedPerson":[],"contentOrganisations":[],"associatedOrganisations":[],"contentPeople":[],"associatedPeople":[],"contentEvents":[],"associatedEvents":[],"contentOthers":[],"contentConcepts":[],"contentLiteraryRefs":[],"galleryLabels":[{"text":"<b>Programming toys</b>\r\n\r\nToy designers have experimented with programming functions since the late 1970s. Adding microchips meant that children could programme their toys, pressing buttons to create a series of actions.\r\n\r\nToday’s more technically complex toys help children learn coding more easily, displaying functions as children programme them and again as the toys carry them out.","date":{"text":"31/06/2023","earliest":"2023-06-30","latest":"2023-06-30"}}],"partNumbers":["B.91-2022"],"accessionNumberNum":"91","accessionNumberPrefix":"B","accessionYear":2022,"otherNumbers":[],"copyNumber":"","aspects":["WHOLE"],"assets":[],"recordModificationDate":"2025-11-21","recordCreationDate":"2021-02-05","availableToBook":false}}