2,983 research outputs found

    Measuring the Usability and Capability of App Inventor to Create Mobile Applications

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    MIT App Inventor is a web service that enables users with little to no previous programming experience to create mobile applications using a visual blocks language. We analyze a sample of 5,228 random projects from the corpus of 9.7 million and group projects by functionality. We then use the number of unique blocks in projects as a metric to better understand the usability and realized capability of using App Inventor to implement specific functionalities. We introduce the notion of a usability score and our results indicate that introductory tutorials heavily influence the usability of App Inventor to implement particular functionalities. Our findings suggest that the sequential nature of App Inventor’s learning resources results in users realizing only a portion of App Inventor’s capabilities and propose improvements to these learning resources that are transferable to other programming environments and tools.Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science (Google Research and Innovation Scholarship

    Visual and Textual Programming Languages: A Systematic Review of the Literature

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    It is well documented, and has been the topic of much research, that Computer Science courses tend to have higher than average drop out rates at third level. This is a problem that needs to be addressed with urgency but also caution. The required number of Computer Science graduates is growing every year but the number of graduates is not meeting this demand and one way that this problem can be alleviated is to encourage students at an early age towards studying Computer Science courses. This paper presents a systematic literature review on the role of visual and textual programming languages when learning to program, particularly as a first programming language. The approach is systematic, in that a structured search of electronic resources has been conducted, and the results are presented and quantitatively analysed. This study will give insight into whether or not the current approaches to teaching young learners programming are viable, and examines what we can do to increase the interest and retention of these students as they progress through their education.Comment: 18 pages (including 2 bibliography pages), 3 figure

    New Opportunities for Interest-Driven Arts Learning in a Digital Age

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    Traditionally in the United States, schools and after-school programs have played a promi-nent part in teaching young people about the arts. Arts education has been waning in K-12 public schools in recent times, however. This is especially true in low-income communities, where public schools have often cut back on arts instruction so they can devote limited public education dollars to subjects such as writing and math that are the focus of high-stakes standardized tests.When we look outside of school, however, we see a strikingly different landscape, one full of promise for engaging young people in artistic activity. What makes this landscape possible is an eagerness to explore that springs from youths' own creative passions -- what we call "interest-driven arts learning" -- combined with the power of digital technology.This report is a step in trying to understand the new territory. It gives a rundown of scholarship in the areas of arts and out-of-school-hours learning; offers a framework for thinking about interest-driven arts learning in a digital age; examines young people's media consumption; provides a survey of youths' creative endeavors online and elsewhere, along with a look at the proliferation of technologies that young people are using in the arts; and concludes with thoughts about challenges and possibilities for the futur

    The Example Guru: Suggesting Examples to Novice Programmers in an Artifact-Based Context

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    Programmers in artifact-based contexts could likely benefit from skills that they do not realize exist. We define artifact-based contexts as contexts where programmers have a goal project, like an application or game, which they must figure out how to accomplish and can change along the way. Artifact-based contexts do not have quantifiable goal states, like the solution to a puzzle or the resolution of a bug in task-based contexts. Currently, programmers in artifact-based contexts have to seek out information, but may be unaware of useful information or choose not to seek out new skills. This is especially problematic for young novice programmers in blocks programming environments. Blocks programming environments often lack even minimal in-context support, such as auto-complete or in-context documentation. Novices programming independently in these blocks-based programming environments often plateau in the programming skills and API methods they use. This work aims to encourage novices in artifact-based programming contexts to explore new API methods and skills. One way to support novices may be with examples, as examples are effective for learning and highly available. In order to better understand how to use examples for supporting novice programmers, I first ran two studies exploring novices\u27 use and focus on example code. I used those results to design a system called the Example Guru. The Example Guru suggests example snippets to novice programmers that contain previously unused API methods or code concepts. Finally, I present an approach for semi-automatically generating content for this type of suggestion system. This approach reduces the amount of expert effort required to create suggestions. This work contains three contributions: 1) a better understanding of difficulties novices have using example code, 2) a system that encourages exploration and use of new programming skills, and 3) an approach for generating content for a suggestion system with less expert effort

    Structure evaluation of computer human animation quality

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    The University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyThis work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs, and obtain a "true story" of quality character animation and the effect of using animation as useful tools in Education. The first set of questionnaires were designed to accommodate the evaluation of animation from candidates from different walks of life, ranging from animators, gamers, teacher assistances (TA), students, teaches, professionals and researchers using and evaluating pre-prepared animated character videos scenarios, and the study outcomes has reviewed the recent advances techniques of character animation, motion editing that enable the control of complex animations by interactively blending, improving and tuning artificial or captured motions. The goal of this work was to augment the students learning intuition by providing ways to make education and learning more interesting, useful and fun objectively, in order to improve students’ respond and understanding to any subject area through the use of animation also by producing the required high quality motion, reaction, interaction and story board to viewers of the motion. We present a variety of different evaluation to the motion quality by measuring user sensitivity, observations to any noticeable artefact, usability, usefulness etc. to derive clear useful guidelines from the results, and discuss several interesting systematic trends we have uncovered in the experimental data. We also present an efficient technique for evaluating the capability of animation influence on education to fulfil the requirements of a given scenario, along with the advantages and the effect on those deficiencies of some methods commonly used to improve animation quality to serve the learning process. Finally, we propose a wide range of extensions and statistical calculation enabled by these evaluation tools, such as Wilcoxon, F-test, T-test, Wondershare Quiz creator (WQC), Chi square and many others explained with full details

    Computing in the national curriculum:A guide for primary teachers

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