226 research outputs found

    Unit Testing in BlueJ

    Get PDF

    Novis: A notional machine implementation for teaching introductory programming

    Get PDF
    Comprehension of programming and programs is known to be a difficult task for many beginning students, with many computing courses showing significant drop out and failure rates. In this paper, we present a notional machine imple- mentation, Novis, to help with understanding of program- ming and its dynamics for beginning learners. The notional machine offers an abstraction of the physical machine de- signed for comprehension and learning purposes. Novis pro- vides a real-time visualisation of this notional machine, and is integrated into BlueJ

    Enhancing apprentice-based learning of Java

    Get PDF
    Various methods have been proposed in the past to improve student learning by introducing new styles of working with assignments. These include problem-based learning, use of case studies and apprenticeship. In most courses, however, these proposals have not resulted in a widespread significant change of teaching methods. Most institutions still use a traditional lecture/lab class approach with a strong separation of tasks between them. In part, this lack of change is a consequence of the lack of easily available and appropriate tools to support the introduction of new approaches into mainstream courses.In this paper, we consider and extend these ideas and propose an approach to teaching introductory programming in Java that integrates assignments and lectures, using elements of all three approaches mentioned above. In addition, we show how the BlueJ interactive programming environment [7] (a Java development environment aimed at education) can be used to provide the type of support that has hitherto hindered the widespread take-up of these approaches. We arrive at a teaching method that is motivating, effective and relatively easy to put into practice. Our discussion includes a concrete example of such an assignment, followed by a description of guidelines for the design of this style of teaching unit

    The State Of Play: A Notional Machine for Learning Programming

    Get PDF
    Comprehension of programming and programs is known to be a difficult task for many beginning students, with many computing courses showing significant drop out and failure rates. In this paper, we present a new notional machine de- sign and implementation to help with understanding of pro- gramming and its dynamics for beginning learners. The no- tional machine offers an abstraction of the physical machine designed for comprehension and learning purposes. We in- troduce the notional machine and a graphical notation for its representation. We also present Novis, an implementation of a dynamic real-time visualiser of this notional machine, integrated into BlueJ

    A Novice's Process of Object-Oriented Programming

    Get PDF
    Exposing students to the process of programming is merely implied but not explicitly addressed in texts on programming which appear to deal with 'program' as a noun rather than as a verb.We present a set of principles and techniques as well as an informal but systematic process of decomposing a programming problem. Two examples are used to demonstrate the application of process and techniques.The process is a carefully down-scaled version of a full and rich software engineering process particularly suited for novices learning object-oriented programming. In using it, we hope to achieve two things: to help novice programmers learn faster and better while at the same time laying the foundation for a more thorough treatment of the aspects of software engineering

    I/O Considered Harmful (At least for the first few weeks)

    Get PDF
    One of the major difficulties with teaching the first programming course is input/output. It is desirable to show students how to input data and output results early in the course in order to motivate the students and so that they can see the results of their programs. Output is also a useful tool for testing programs. However, in most programming languages input and output are esoteric and the techniques for performing input and output must be learnt by the students at an early stage, precisely when they are trying to understand the basics of programming. We argue that input/output operations need not be taught in the early stages of a course if the language environment provides appropriate tools for testing programs. This assertion is demonstrated by reference to the Blue objectoriented language and environment

    Blue - A Language for Teaching Object-Oriented Programming

    Get PDF
    Teaching object-oriented programming has clearly become an important part of computer science education. We agree with many others that the best place to teach it is in the CS1 introductory course. Many problems with this have been reported in the literature. These mainly result from inadequate languages and environments. Blue is a new language and integrated programming environment, currently under development explicitly for object-oriented teaching. We expect clear advantages from the use of Blue for first year teaching compared to using other available languages. This paper describes the design principles on which the language was based and the most important aspects of the language itself

    Testing Object-Oriented Programs: Making it Simple

    Get PDF
    One of the major difficulties facing anyone trying to teach the first programming course is how to encourage students to thoroughly test their programs. We would argue that the main reasons for this are the lack of suitable tools for testing and the need to write extra "debug" code in order to verify correct operation. We further argue that the problem is even worse with object-oriented languages because of multiple classes and encapsulation. In this paper we describe the testing tools within the Blue programming environment which allow object-oriented programs to be thoroughly tested without writing a single line of new code

    Meaningful Categorisation of Novice Programmer Errors

    Get PDF
    The frequency of different kinds of error made by students learning to write computer programs has long been of interest to researchers and educators. In the past, various studies investigated this topic, usually by recording and analysing compiler error messages, and producing tables of relative frequencies of specific errors diagnostics produced by the compiler. In this paper, we improve on such prior studies by investigating actual logical errors in student code, as opposed to diagnostic messages produced by the compiler. The actual errors reported here are more precise, more detailed and more accurate than the diagnostic produced automatically
    • …
    corecore