GLORIA

GEOMAR Library Ocean Research Information Access

Your email was sent successfully. Check your inbox.

An error occurred while sending the email. Please try again.

Proceed reservation?

Export
Filter
  • Ngai, Grace  (2)
  • English  (2)
  • 2005-2009  (2)
Material
Person/Organisation
Language
  • English  (2)
Years
  • 2005-2009  (2)
Year
  • 1
    Online Resource
    Online Resource
    Association for Computing Machinery (ACM) ; 2009
    In:  ACM SIGCSE Bulletin Vol. 41, No. 1 ( 2009-03-04), p. 276-280
    In: ACM SIGCSE Bulletin, Association for Computing Machinery (ACM), Vol. 41, No. 1 ( 2009-03-04), p. 276-280
    Abstract: To address the unique demands and challenges of educational computing, various kinds of environments, including graphics-rich and textual environments, have been proposed for use in introductory courses to provide students with a rich and interesting learning environment. In our experience, students in Grade 7 and younger respond best to the graphics environments while senior high school students prefer a conventional textual programming environment. Clearly, this leaves a gap at Grade 11-13, with students often on the one hand finding the graphics-based environments too limited and on the other finding the textual environments too difficult. In this paper, we propose a text-enhanced graphical programming environment which is innovative and interactive, and designed for junior high students with no programming experience. This environment allows students to design their own creative stories or programs. They build their programs using drag-and-drop iconic blocks, but unlike other, similar icon-based programming languages, they are also presented with the syntax of the actual program they are constructing in real-time. Once a particular icon block has been dropped in the programming area, the syntax statements corresponding to that block is immediately generated and presented to the user. The environment also allows them to modify the code without any limitations. Our results show that our textual-graphical hybrid environment has a positive impact on the learning experience of the students.
    Type of Medium: Online Resource
    ISSN: 0097-8418
    Language: English
    Publisher: Association for Computing Machinery (ACM)
    Publication Date: 2009
    detail.hit.zdb_id: 2069888-4
    detail.hit.zdb_id: 716409-9
    SSG: 5,3
    Location Call Number Limitation Availability
    BibTip Others were also interested in ...
  • 2
    Online Resource
    Online Resource
    Association for Computing Machinery (ACM) ; 2009
    In:  ACM SIGCSE Bulletin Vol. 41, No. 1 ( 2009-03-04), p. 504-508
    In: ACM SIGCSE Bulletin, Association for Computing Machinery (ACM), Vol. 41, No. 1 ( 2009-03-04), p. 504-508
    Abstract: As enrollments in engineering and computer science programs around the world have fallen in recent years, those who wish to see this trend reversed take heart from findings that children are more likely to develop an abiding interest in technology if they are exposed to it at an early age [3, 9]. In line with this research, we now see more summer camps and workshops being offered to middle school students with the objective of teaching programming and computer technology [1, 6, 8, 12] . To offer students a stimulating and interesting environment while teaching computing subjects, the learning tools in these camps usually revolve around robots and graphical programming of animations or games. These tools tend to mainly attract youngsters who like robotics or game design. However, we believe that we can improve the diversity of the student pool by introducing other topics. In this paper, we describe our experience in designing and organizing a programming course that focuses on wearable computing, fashion and design for middle school students. We will show that 1) wearable computing is interesting and inspiring to the students, 2) wearable computing motivates both boys and girls to learn technology and computing, which implies that it may be able to increase the potential computer science population, 3) wearable computing can provide a space for students to exercise their creativity while at the same time, teaching them about technology and programming.
    Type of Medium: Online Resource
    ISSN: 0097-8418
    Language: English
    Publisher: Association for Computing Machinery (ACM)
    Publication Date: 2009
    detail.hit.zdb_id: 2069888-4
    detail.hit.zdb_id: 716409-9
    SSG: 5,3
    Location Call Number Limitation Availability
    BibTip Others were also interested in ...
Close ⊗
This website uses cookies and the analysis tool Matomo. More information can be found here...