139 research outputs found

    Comparing Text-based, Blocks-based, and Hybrid Blocks/Text Programming Tools

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    ABSTRACT This dissertation investigates the comparative affordances and drawbacks of blocks-based, text-based, and hybrid blocks/text introductory programming tools. Blocks-based programming environments are growing in popularity and are increasingly being used in formal introductory programming contexts. To date, much of the work evaluating such tools has focused on their effectiveness in out-of-school contexts and emphasized engagement and attitudinal measures over content mastery. Given their growing presence in classrooms, it is important to understand the benefits and limitations of the use of the blocks-based programming approach in formal learning contexts relative to text-based or hybrid blocks/text alternatives. This dissertation will carry out a quasi-experimental study in high school computer science classrooms to answer questions related to the impact of blocks-based, text-based, and hybrid blocks/text introductory tools, assess the suitability of such tools for preparing students for future computer science learning opportunities, and explore the design space between blocks-based and text-based programming. The goal of this work is to better understand the tools we are using to introduce today's learners to computer science and lay the foundation for creating the tools of tomorrow

    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

    Teacher perspectives on introducing programming constructs through coding mobile-based game to secondary school students

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    Programming is one of the most important aspects of a Computing course. Teaching programming is a challenging task due to a number of factors, ranging from lack of student problem solving skills to different teaching methods. This paper focuses on Maltese Computing teachers’ perspectives about the difficulties encountered when teaching programming to secondary school students in order to determine whether introducing programming to secondary school students through creating mobile-based games is an effective method to teach programming constructs. A resource pack consisting of various activities using MIT App Inventor 2 was created which incorporated constructivist approaches to teaching. This resource pack was reviewed by the teachers and their feedback was collected by means of a case study. The teachers agreed that developing mobile-based games would be highly stimulating to their students but there were uncertainties how this would affect students with different learning abilities and due to a general lack of computational thinking and problem-solving skills by most students.peer-reviewe

    Hybrid Java: The creation of a Hybrid Programming Environment

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    This article details the creation of a hybrid computer programming environment combining the power of the text-based Java language with the visual features of the Snap! language. It has been well documented that there exists a gap in the education of computing students in their mid-to-late teenage years, where perhaps visual programming languages are no longer suitable and textual programming languages may involve too steep of a learning curve. There is an increasing need for programming environments that combine the benefits of both languages into one. Snap! is a visual programming language which employs "blocks" to allow users to build programs, similar to the functionality offered by Scratch. One added benefit of Snap! is that it offers the ability to create one’s own blocks and extend the functionality of those blocks to create more complex and powerful programs. This will be utilised to create the Hybrid Java environment. The development of this tool will be detailed in the article, along with the motivation and use cases for it. Initial testing conducted will be discussed including one phase that gathered feedback from a pool of 174 first year Computer Science students. These participants were given instructions to work with the hybrid programming language and evaluate their experience of using it. The analysis of the findings along with future improvements to the language will also be presented

    Computing in Education: A study of computing in education and ways to enhance students’ perceptions and understanding of computing

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    There is a huge demand for computing skills in industry due to computing becoming ubiquitous and essential for modern life. Yet despite this, industry struggles to find employees with suitable computing skills and similarly Further and Higher Education institutions have observed a lack of interest in their computing courses in recent years. This study looks at possible reasons for this lack of interest in computing, how computing is taught in education and ways to improve students’ perceptions and understanding of computing. It focuses around a case study of a university outreach event for secondary schools which investigated how interactive teaching methods can be used to enhance students’ perceptions and understanding of computing and to increase their computing knowledge. It includes the use of physical computing and was designed to make computing fun, motivational and relevant, and to provide examples of real-world applications. Surveys were used before and after the event to understand what students’ impressions and knowledge of computing is and to see if the event improved these. Observations were also used to see how well the students handled the event’s content and whether they appeared to enjoy and understand it. Results from the case study indicate that interactive teaching methods enhance computing education, and physical computing with electronics can enhance lessons and show the relevance of computing with examples of real-world applications, and can be fun and motivational. The case study provides teachers with example tasks and challenges they can use with their students and/or ideas around other interactive teaching methods including practical computing

    \u3cem\u3eLearning to Code Music\u3c/em\u3e: Development of a Supplemental Unit for High School Computer Science

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    Learning to Code Music is a supplemental unit developed for high school computer science. This unit was developed after researching the effects of biases in curriculum, effective teaching, and incorporating the arts into coding. This supplemental unit is intended to be used with one of the Computer Science Principles curriculum approved by the College Board and explained in the literature review. It is my goal to have other teachers and myself to use this supplemental unit in their high school computer science courses. All supplemental unit material can be found at https://sites.google.com/notusschools.org/earsketch-csp/hom
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