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Microworlds, games, animations, mobile apps, puzzle editors and more: What is important for an introductory programming environment?

机译:微型世界,游戏,动画,移动应用程序,拼图编辑器以及更多:对于入门编程环境,重要的是什么?

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摘要

Teaching and learning programming constitutes a challenge. Although several teaching approaches and programming tools have been proposed, it seems that they have limited impact on classroom practice. This article investigates students' perceptions on five educational programming environments that are widely used and the features that any introductory programming environment should have. The environments investigated are: BlueJ; objectKarel; Scratch; Alice; and MIT App inventor. These environments were studied and used by experienced undergraduate students of Informatics in the context of a fourth year course. The main features of the environments and the way of presenting them to students, as well as the assignments in the context of the course are presented, in order to help the reader realize what experience was gained by the students that evaluated the environments. Based on a questionnaire filled in by students interesting conclusions were drawn. Students identified the main features of the environments and evaluated them positively, although problems were identified. An introductory programming environment should engage students through the development of programs connected to their interests, such as games and mobile apps. Moreover, an ideal introductory programming environment should provide a simple and user-friendly Graphical User Interface (GUI) that supports visualization of objects and classes, includes a puzzle-like editor for program development, reports simple and understandable error messages in natural language, and finally the ability to execute the program in a step by step manner. Although no single environment fulfils all these features, it seems that the most successful environment is Scratch.
机译:教与学编程构成了挑战。尽管已提出了几种教学方法和编程工具,但它们似乎对课堂实践的影响有限。本文研究学生对五个被广泛使用的教育编程环境以及任何入门编程环境应具有的功能的看法。调查的环境是:BlueJ; objectKarel;刮;爱丽丝和MIT App发明者。这些环境是由经验丰富的信息学本科生在第四年课程中研究和使用的。介绍了环境的主要特征以及向学生展示环境的方式以及课程中的作业,以帮助读者认识到评估环境的学生所获得的经验。在学生填写的调查表的基础上,得出了有趣的结论。学生发现了环境的主要特征并对其进行了积极评价,尽管发现了问题。入门编程环境应通过开发与他们的兴趣相关的程序(例如游戏和移动应用程序)来吸引学生。此外,理想的入门编程环境应提供简单易用的图形用户界面(GUI),以支持对象和类的可视化,包括用于程序开发的类似拼图的编辑器,以自然语言报告简单易懂的错误消息,以及最终具有逐步执行程序的能力。尽管没有哪个环境可以满足所有这些功能,但似乎最成功的环境是Scratch。

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