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Socio-cultural Approach to the Design of CSCL Environment for Computer Programming Education: Development and Evaluation of a Program Competition Game 'AlgoArena'

机译:设计计算机编程教育CSCL环境的社会文化方法:程序竞赛游戏“ AlgoArena”的开发和评估

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A Sumo wrestling 8imulation game 'AlgoArena', aiming at basic computer programming education for novices, was developed. A learner is supposed to write a program implementing a wrestler's tactics so that he/she can enjoy the game with colleague. The learner is required to become skillful in comprehensive programming, which includes analysis, planning, evaluation, as well as program writing, if he/she wants to elaborate flexible and strong program enough to beat some others. We developed a community-oriented method for designing learn- ing environment based on situated learning theory, in which social setting as a bout game was applied to construct a learner's community of practice in order to accomplish learning by participation. We conducted two experiments to examine how well they learned programming at two municipal junior high schools. As the results, it turned out that learners in both schools were highly motivated and successfully acquired the knowledge of basic control structures. In addition, we also conducted a participatory observation at one of the junior high schools to investigate how learners develop their identity in the community of programming parrtice. An ethnomethodological analysis revealed that the learners gradually develop their identity as a programmer, which endorses the occurrence of learning by participation.
机译:开发了Sumo摔跤8模拟游戏“ AlgoArena”,旨在为新手提供基本的计算机编程教育。学习者应该编写一个程序来执行摔跤手的战术,以便他/她可以与同事一起玩游戏。如果学习者想详细阐述灵活而强大的程序以击败其他程序,则要求学习者熟练掌握综合程序,包括分析,计划,评估和程序编写。我们基于情境学习理论开发了一种面向社区的设计学习环境的方法,其中将社交环境作为回合游戏用于构建学习者的实践社区,从而通过参与来完成学习。我们进行了两个实验,以检验他们在两所市政初中学习编程的情况。结果表明,两所学校的学习者都具有很高的动力,并成功地获得了基本控制结构的知识。此外,我们还在其中一所初中进行了参与性观察,以研究学习者如何在编程实践社区中发展自己的身份。一项人种方法学分析表明,学习者逐渐发展出自己作为程序员的身份,这认可了参与学习的发生。

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