1,155 research outputs found

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    Towards a debugging tutor for object-oriented environments

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    Programming has provided a rich domain for Artificial Intelligence in Education and many systems have been developed to advise students about the bugs in their programs, either during program development or post-hoc. Surprisingly few systems have been developed specifically to teach debugging. Learning environment builders have assumed that either the student will be taught these elsewhere or thatthey will be learnt piecemeal without explicit advice.This paper reports on two experiments on Java debugging strategy by novice programmers and discusses their implications for the design of a debugging tutor for Java that pays particular attention to how students use the variety of program representations available. The experimental results are in agreement with research in the area that suggests that good debugging performance is associated with a balanced use ofthe available representations and a sophisticated use of the debugging step facility which enables programmers to detect and obtain information from critical momentsin the execution of the program. A balanced use of the available representations seemsto be fostered by providing representations with a higher degree of dynamic linkingas well as by explicit instruction about the representation formalism employed in the program visualisations

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    CAITLIN: A Musical Program Auralisation Tool to Assist Novice Programmers with Debugging

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    Early experiments have suggested that program auralization can convey information about program structure [5]. Languages like Pascal contain classes of construct that are similar in nature allowing hierarchical classification of their features. This taxonomy can be reflected in the design of musical signatures which are used within the CAITLIN program auralization system. Experiments using these hierarchical leitmotifs should (see note in EXPERIMENT section) indicate that their similarities can be put to good use in communicating information about program structure and state

    A review and assessment of novice learning tools for problem solving and program development

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    There is a great demand for the development of novice learning tools to supplement classroom instruction in the areas of problem solving and program development. Research in the area of pedagogy, the psychology of programming, human-computer interaction, and cognition have provided valuable input to the development of new methodologies, paradigms, programming languages, and novice learning tools to answer this demand. Based on the cognitive needs of novices, it is possible to postulate a set of characteristics that should comprise the components an effective novice-learning tool. This thesis will discover these characteristics and provide recommendations for the development of new learning tools. This will be accomplished with a review of the challenges that novices face, an in-depth discussion on modem learning tools and the challenges that they address, and the identification and discussion of the vital characteristics that constitute an effective learning tool based on these tools and personal ideas

    Mental imagery and software visualization in high-performance software development teams

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    This paper considers the relationship between mental imagery and software visualization in professional, high-performance software development. It presents overviews of four empirical studies of professional software developers in high-performing teams: (1) expert programmers' mental imagery, (2) how experts externalize their mental imagery as part of teamwork, (3) experts' use of commercially available visualization software, and (4) what tools experts build themselves, how they use the tools they build for themselves, and why they build tools for themselves. Through this series of studies, the paper provides insight into a relationship between how experts reason about and imagine solutions, and their use of and requirements for external representations and software visualization. In particular, it provides insight into how experts use visualization in reasoning about software design, and how their requirements for the support of design tasks differ from those for the support of other software development tasks. The paper draws on theory from other disciplines to explicate issues in this area, and it discusses implications for future work in this field
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