528 research outputs found

    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

    Two-Language, Two-Paradigm Introductory Computing Curriculum Model and its Implementation

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    This paper analyzes difficulties with the introduction of object-oriented concepts in introductory computing education and then proposes a two-language, two-paradigm curriculum model that alleviates such difficulties. Our two-language, two-paradigm curriculum model begins with teaching imperative programming using Python programming language, continues with teaching object-oriented computing using Java, and concludes with teaching object-oriented data structures with Java

    Creative Computation for CS1 and K9-12

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    We present the design and development of a new approach to teaching the introductory computing course (CS1), at both the college-level as well as K9-12, using the context of digital art and creative computation. Creative computation is a highly interdisciplinary area combining theory and methodology from computer science and engineering with aesthetic principles and creative practices from the arts. Using the Processing programming language, students create a portfolio of aesthetic visual designs that employ basic programming constructs and structures typically taught in traditional CS1 courses. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We have developed a web portal containing an extensive set of resources for adoption by others. A comprehensive textbook has also been published in 2013 [Greenberg et al 2013]. We present results from a comparative study involving multiple offerings of the new course at the two lead institutions as well as several other partner institutions. We also describe the success of bringing creative computation via Processing into two very different high schools that span the range of possibilities of grades 9-12 in American education. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully motivate students to learn foundations of programming and come back for more. The work of two high school teachers with divergent pedagogical styles is presented. They successfully adapted a college-level creative computation curriculum to their individual school cultures providing a catalyst for significant increases in enrollment and female participation in high school computer science

    Creative Computation for CS1 and K9-12

    Get PDF
    We present the design and development of a new approach to teaching the introductory computing course (CS1), at both the college-level as well as K9-12, using the context of digital art and creative computation. Creative computation is a highly interdisciplinary area combining theory and methodology from computer science and engineering with aesthetic principles and creative practices from the arts. Using the Processing programming language, students create a portfolio of aesthetic visual designs that employ basic programming constructs and structures typically taught in traditional CS1 courses. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We have developed a web portal containing an extensive set of resources for adoption by others. A comprehensive textbook has also been published in 2013 [Greenberg et al 2013]. We present results from a comparative study involving multiple offerings of the new course at the two lead institutions as well as several other partner institutions. We also describe the success of bringing creative computation via Processing into two very different high schools that span the range of possibilities of grades 9-12 in American education. We report on how contextualized computing that supports integration of media arts, design, and computer science can successfully motivate students to learn foundations of programming and come back for more. The work of two high school teachers with divergent pedagogical styles is presented. They successfully adapted a college-level creative computation curriculum to their individual school cultures providing a catalyst for significant increases in enrollment and female participation in high school computer science

    Creative Coding and Visual Portfolios for CS1

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    In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, students create a portfolio of aesthetic visual designs that employ basic computing structures typically taught in traditional CS1 courses using the Processing programming language. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We also present results from a comparative study involving two offerings of the new course at two different institutions. Additionally, we compare our results with another successful approach that uses personal robots to teach CS1

    Creative Coding and Visual Portfolios for CS1

    Get PDF
    In this paper, we present the design and development of a new approach to teaching the college-level introductory computing course (CS1) using the context of art and creative coding. Over the course of a semester, students create a portfolio of aesthetic visual designs that employ basic computing structures typically taught in traditional CS1 courses using the Processing programming language. The goal of this approach is to bring the excitement, creativity, and innovation fostered by the context of creative coding. We also present results from a comparative study involving two offerings of the new course at two different institutions. Additionally, we compare our results with another successful approach that uses personal robots to teach CS1

    Introduction to media computation: a new CS1 approach aimed at non-majors and under-represented populations

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    Issued as final reportNational Science Foundation (U.S.
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