Academic literature on the topic 'Visual programming languages (Computer science) – Study and teaching'

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Journal articles on the topic "Visual programming languages (Computer science) – Study and teaching"

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Al Ahmad, Ayat Nizar, and Randa Ali Obeidallah. "Studying the Effectiveness of a Proposed Methodology for Teaching Programming Labs Online and Students’ Perspectives toward it during COVID-19: A Case Study of Hashemite University." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 05 (March 8, 2022): 62–80. http://dx.doi.org/10.3991/ijim.v16i05.27123.

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The global Covid-19 lockdown had shifted traditional learning in universities toward the full implementation of eLearning. This new way of learning had overcome many challenges and showed many potentials as well. During Covid-19; Information Technology students in Hashemite University had experienced learning programming languages labs using different platforms. Six labs are available: Introduction to C++, Object oriented programming 1, Object oriented programming 2, Visual basic programming, Web programming and introduction to Database. In this paper, the transition of learning programming labs is highlighted based upon students’ perception. New teaching methodology is proposed and applied for teaching programming labs courses completely remotely, the proposed methodology has been assessed out of web structured survey and direct assessment of students. The results showed that the suggested teaching model for teaching online programming labs successes preliminary in creating online practical programming environment similar to that available during face-to-face teaching at university, however the methodology must be revised to modify the adopted online programming evaluation system to become more reliable and fair.
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Golemanova, Emilia, and Tzanko Golemanov. "Genetic Algorithms in a Visual Declarative Programming." WSEAS TRANSACTIONS ON INFORMATION SCIENCE AND APPLICATIONS 19 (June 21, 2022): 138–52. http://dx.doi.org/10.37394/23209.2022.19.14.

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mperative languages like Java, C++, and Python are mostly used for the implementation of Genetic algorithms (GA). Other programming paradigms are far from being an object of study. The paper explores the advantages of a new non-mainstream programming paradigm, with declarative and nondeterministic features, in the implementation of GA. Control Network Programming (CNP) is a visual declarative style of programming in which the program is a set of recursive graphs, that are graphically visualized and developed. The paper demonstrates how the GA can be implemented in an automatic, i.e. non-procedural (declarative) way, using the built-in CNP inference mechanism and tools for its control. The CNP programs are easy to develop and comprehend, thus, CNP can be considered a convenient programming paradigm for efficient teaching and learning of nondeterministic, heuristic, and stochastic algorithms, and in particular GA. The outcomes of using CNP in delivering a course on Advanced Algorithm Design are shown and analyzed, and they strongly support the positive results in teaching when CNP is applied.
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Shuvalova, Oljgha. "METHODS OF TEACHING HTML AND CSS STYLES IN THE DISCIPLINE OF INFORMATICS FOR STUDENTS OF PEDAGOGICAL INSTITUTES." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, no. 10 (2021): 241–53. http://dx.doi.org/10.28925/2414-0325.2021.1020.

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The paper analyzes the methods of teaching HTML, CSS, JavaScript. The expediency of learning these technologies by students of pedagogical universities is substantiated. The essence of the new method of teaching HTML and CSS is that the emphasis in the content component is shifted to the study of: 1 - visual objects of a hypertext document; 2 - rules of their unique identification; 3 - setting the basic properties and styling properties of these objects; 4 - modeling of hypertext page design based on instances of block objects; 5 - consolidation of knowledge of HTML, CSS languages through the use of these technologies in the formation of reporting sites for laboratory work; 6 - formation of the basis for mastering the technologies of dynamic adjustment of styles by means of JavaScript language. The new methodology involves the use of visual objects of a hypertext document to generate reports to the thematic sections of the course Computer Science such as Office Software, Mathematical Packages, Computer Graphics, etc. Internet hosting is a learning tool for new methods. It is recommended to use this tool to highlight the results of students’ laboratory work. The technique was experimentally implemented using distance learning tools. Analysis of the results of the pedagogical experiment confirmed the feasibility of introducing the new methodology. The conclusions of the work are that the introduction of this technique increases the effectiveness of training. The basis for the positive result is: 1) providing an individualized approach to teaching Computer Science; 2) creating conditions for mastering the concept of modeling through practical application; 3) the formation of understanding of the object-oriented essence of the language of HTML and CSS styles; 4) assistance in mastering modern network technologies; 5) increasing the importance of programming in mastering Informatics. This technique forms the basis for mastering the technologies of object-oriented programming in JavaScript and becomes the basis for further mastering of technologies for the development of Web-oriented information systems. The prospects of this study are seen in the formation of a holistic perception of computer science as a science through the study of Web-programming.
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Yildiz, Ezgi Pelin, and Metin Çengel. "An Experimental Study in Determining Basic Robotic Coding Skills of Pre-School Students with Intellectual Disabilities." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 23 (December 8, 2022): 84–98. http://dx.doi.org/10.3991/ijim.v16i23.36077.

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Today, it can be said that coding has become a key competence for students and people working in many different fields in the business world. It is assumed that those who seek and develop new ways to learn-teach coding will be one step ahead. The educational use of coding started with the use of the Logo programming language in the 60s.This concept has started to revive in recent years with visual programming languages such as “Alice, its code, code.org and Scratch”. These visual programming structures enable young learners to write applications without having to learn the complex code structures of traditional programming languages. In this study to develop an experimental study to determine the basic robotic coding skills of preschool students with intellectual disabilities. The sample of the study consists of a total of 20 students with studying in pre-school education institutions in a city in Türkiye. The ages of the students are between 5 years old. Semi-experimental design, one of the experimental research designs, was used in the research. In this context, 1 experimental and 1 control group was formed with the random assignment method. The materials used in both the experimental and control groups were determined as the pre-school robotic coding set U-bot starter package.5 weeks were determined as the teaching process and a total of 12 activities that served the purpose were applied to the students. During the applications, the data of the students were collected with the help of the observation form, coding skill test and after the application, they were collected through focus group interviews. As a result, at the end of the 5-week period, it was observed that there were positive significant changes in the two dependent variables (academic achievement andlearning rate) that were used as a basis for measuring the learning skills of both the experimental group and the control group students.
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Dadashzadeh, Mohammad, and Sara Dadashzadeh. "The Match: A Case Study In Algorithm Analysis Of The National Resident Matching Program." Journal of Business Case Studies (JBCS) 11, no. 4 (October 5, 2015): 141–50. http://dx.doi.org/10.19030/jbcs.v11i4.9443.

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There are rare opportunities when solving an easily-understood problem can bring together application of skills taught in diverse courses in a Computer Science (CS) or Management Information Systems (MIS) program. This paper presents such an opportunity in the typical database management systems course taught at the junior or senior level. Specifically, we describe the case study of solving the classical Hospitals/Residents problem in Microsoft Access. The solution, based on classical Gale-Shapely algorithm for the Stable Marriage problem, offers pedagogical opportunities in data modeling, algorithm and data structure considerations for program development, Visual Basic for Applications (VBA) and embedded SQL (Structured Query Language) programming, and empirical analysis of running time complexity of algorithms that work remarkably well in teaching students the value of each tool in the toolset they take away from required courses as a part of their undergraduate education in CS or MIS.
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Mutoharoh, Achmad Hufad, Maman Faturrohman, and Isti Rusdiyani. "Unplugged Coding Activities for Early Childhood Problem-Solving Skills." JPUD - Jurnal Pendidikan Usia Dini 15, no. 1 (April 30, 2021): 121–40. http://dx.doi.org/10.21009/jpud.151.07.

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Problem solving skills are very important in supporting social development. Children with problem solving skills can build healthy relationships with their friends, understand the emotions of those around them, and see events with other people's perspectives. The purpose of this study was to determine the implementation of playing unplugged coding programs in improving early childhood problem solving skills. This study used a classroom action research design, using the Kemmis and Taggart cycle models. The subjects of this study were children aged 5-6 years in Shafa Marwah Kindergarten. Research can achieve the target results of increasing children's problem-solving abilities after going through two cycles. In the first cycle, the child's initial problem-solving skills was 67.5% and in the second cycle it increased to 80.5%. The initial skills of children's problem-solving increases because children tend to be enthusiastic and excited about the various play activities prepared by the teacher. The stimulation and motivation of the teacher enables children to find solutions to problems faced when carrying out play activities. So, it can be concluded that learning unplugged coding is an activity that can attract children's interest and become a solution to bring up children's initial problem-solving abilities. Keywords: Early Childhood, Unplugged Coding, Problem solving skills References: Akyol-Altun, C. (2018). Algorithm and coding education in pre-school teaching program integration the efectiveness of problem-solving skills in students. Angeli, C., Smith, J., Zagami, J., Cox, M., Webb, M., Fluck, A., & Voogt, J. (2016). A K-6 Computational Thinking Curriculum Framework: Implications for Teacher Knowledge. Educational Technology & Society, 12. Anlıak, Ş., & Dinçer, Ç. (2005). Farklı eğitim yaklaşımları uygulayan okul öncesi eğitim kurumlarına devam eden çocukların kişilerarası problem çözme becerilerinin değerlendirilmesi. Ankara Üniversitesi Eğitim Bilimleri Fakülte Dergis. Aranda, G., & Ferguson, J. P. (2018). Unplugged Programming: The future of teaching computational thinking? Pedagogika, 68(3). https://doi.org/10.14712/23362189.2018.859 Arinchaya Threekunprapa. (2020). Patterns of Computational Thinking Development while Solving Unplugged Coding Activities Coupled with the 3S Approach for Self_Directed Learning. European Journal of Educational Research, 9(3), 1025–1045. Arı, M. (2003). Türkiye’de erken çocukluk eğitimi ve kalitenin önemiNo Title. Erken Çocuklukta Gelişim ve Eğitimde Yeni Yaklaşımlar. Armoni, M. (2012). Teaching CS in kindergarten: How early can the pipeline begin? ACM Inroads, 3(4), 18–19. https://doi.org/10.1145/2381083.2381091 Aydoğan, Y. (2004). İlköğretim ikinci ve dördüncü sınıf öğrencilerine genel problem çözme becerilerinin kazandırılmasında eğitimin etkisinin incelenmesi. Bell, T., Alexander, J., Freeman, I., & Grimley, M. (2009). Computer Science Unplugged: School students doing real computing without computers. 10. Berk, L. E. (2013). Bebekler ve çocuklar: Doğum öncesinden orta çocukluğa. N. Işıkoğlu Erdoğan, Çev. Bers, M. U. (2018). Coding, playgrounds, and literacy in early childhood education: The devel_opment of KIBO robotics and Scratch Jr. IEEE. Brackmann, C. P., Moreno-León, J., Román-González, M., Casali, A., Robles, G., & Barone, D. (2017). Development of computational thinking skills through unplugged activities in primary school. ACM International Conference Proceeding Series, 65–72. https://doi.org/10.1145/3137065.3137069 Brennan, K., & Resnick, M. (2012). New frameworks for studying and assessing the development of computational thinking. 25. Deek, F. P. (1999). The software process: A parallel approach through problem solving and program development. Computer Science Education. Demi̇Rer, V., & Sak, N. (2016). Programming Education and New Approaches Around the World and in Turkey. 26. Dereli-İman. (2014). Değerler eğitimi programının 5-6 yaş çocukların sosyal gelişimine etkisi: Sosyal beceri, psiko-sosyal gelişim ve sosyal problem çözme becerisi. Kuram ve Uygulamada Eğitim Bilimleri. Doğru, M., Arslan, A., & Şeker, F. (2011). Okul öncesinde uygulanan fen etkinliklerinin 5-6 yaş çocukların problem çözme becerilerine etkisi. Uluslararası Türkiye Eğiti Araştırmaları Kongresi. Erickson, A. S. G., Noonan, P., Zheng, C., & Brussow, J. A. (2015). The relationship between self-determination and academic achievement for adolescents with intellectual disabilities. Research in Developmental Disabilities, 36, 45–54. Fee, S. B., & Holland-Minkley, A. M. (2010). Teaching computer science through problems, not solutions. Computer Science Education, 20(2), 129–144. https://doi.org/10.1080/08993408.2010.486271 Futschek, G., & Moschitz, J. (2010). Developing algorithmic thinking by inventing and playing algo_rithms. Gretter, S., & Yadav, A. (2016). Computational Thinking and Media & Information Literacy: An Integrated Approach to Teaching Twenty-First Century Skills. Grover, S., & Pea, R. (2013). Computational thinking in k-12: A review of the state of the field. Educational Researcher. Harrop, W. (2018). Coding for children and young adults in libraries: A practical guide for librarians. 45. Hazzan, O., Lapidot, T., & Ragonis, N. (2011). Guide to Teaching Computer Science. Springer London. https://doi.org/10.1007/978-0-85729-443-2 Horn, M. S., Crouser, R. J., & Bers, M. U. (2012). Tangible interaction and learning: The case for a hybrid approach. Personal and Ubiquitous Computing, 16(4), 379–389. https://doi.org/10.1007/s00779-011-0404-2 Hsu, T.-C., Chang, S.-C., & Hung, Y.-T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers & Education, 126, 296–310. https://doi.org/10.1016/j.compedu.2018.07.004 Ismail, M. N., Ngah, N. A., & Umar, I. N. (2010). Instructional strategy in the teaching of computer programming: A need assessment analyses. TOJET: The Turkish Online Journal of Educational Technology. Ismail, M. N., Ngah, N. A., & Umar, I. N. (2010). Instructional Strategy in The Teaching of Computer Programming: A Need Assessment Analyses. The Turkish Online Journal of Educational Technology, 9(2), 7. Jitendra, A. K., Petersen-Brown, S., Lein, A. E., Zaslofsky, A. F., Kunkel, A. K., Jung, P.-G., & Egan, A. M. (2013). Teaching Mathematical Word Problem Solving: The Quality of Evidence for Strategy Instruction Priming the Problem Structure. Journal of Learning Disabilities, 48(1), 51–72. https://doi.org/10.1177/0022219413487408 Joohi Lee. (2019). Coding in early childhood. Contemporary Issues in Early Childhood. Kalyuga, S., Renkl, A., & Paas, F. (2010). Facilitating flexible problem solving: A cognitive load perspective. Educational Psychology Review. Kemmis, S., McTaggart, R., & Nixon, R. (2014). The Action Research Planner. Springer Singapore. https://doi.org/10.1007/978-981-4560-67-2 Kesicioğlu, O. S. (2015). Okul öncesi dönem çocukların kişilerarası problem çözme becerilerinin incelenmesi. Eğitim ve Bilim. Koksal Akyol, A. ve Didin, E. (2016). Ahlak gelisimi [Moral development]. In Cocuk Gelisimi icinde [In Child Development]. Lazakidou, G., & Retalis, S. (2010). Using computer supported collaborative learning strategies for helping students acquire self-regulated problem-solving skills in mathematics. Computers & Education, 54(1), 3–13. https://doi.org/10.1016/j.compedu.2009.02.020 Looi, C.-K., How, M.-L., Longkai, W., Seow, P., & Liu, L. (2018). Analysis of linkages between an unplugged activity and the development of computational thinking. Computer Science Education, 28(3), 255–279. https://doi.org/10.1080/08993408.2018.1533297 McClure, E. R., Guernsey, L., Clements, D. H., Bales, S. N., Nichols, J., Kendall-Taylor, N., & Levine, M. H. (2017). Grounding science, technology, engineering, and math education in early childhood. 68. McLennan, D. P. (2017). Creating coding stories and games. Teaching Young Children. McNerney, TimothyS. (2004). From turtles to Tangible Programming Bricks: Explorations in physical language design. Personal and Ubiquitous Computing, 8(5). https://doi.org/10.1007/s00779-004-0295-6 Mittermeir, R. T. (2013). Algorithmics for preschoolers—A contradiction? Montemayor, J., Druin, A., Chipman, G., Farber, A., & Guha, M. L. (2004). Tools for children to create physical interactive storyrooms. Computers in Entertainment, 2(1), 12–12. https://doi.org/10.1145/973801.973821 Pane, J. F. (2002). A Programming System for Children that is Designed for Usability. 204. Papanastasiou, G., Drigas, A., Skianis, C., Lytras, M., & Papanastasiou, E. (2018). Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-29 first century skills. Pellegrino, J. W., & Hilton, M. L. (2012). Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century. Pila, S., Aladé, F., Sheehan, K. J., Lauricella, A. R., & Wartella, E. A. (2019). Learning to code via tablet applications: An evaluation of Daisy the Dinosaur and Kodable as learning tools for young children. Computers & Education, 128, 52–62. https://doi.org/10.1016/j.compedu.2018.09.006 Root, J., Saunders, A., Spooner, F., & Brosh, C. (2017). Teaching Personal Finance Mathematical Problem Solving to Individuals with Moderate Intellectual Disability. Career Development and Transition for Exceptional Individuals, 40(1), 5–14. https://doi.org/10.1177/2165143416681288 Scanlan, D. A. (1989). Structured flowcharts outperform pseudocode: An experimental comparison. IEEE Software, 6(5), 28–36. https://doi.org/10.1109/52.35587 Sheehan, K. J., Pila, S., Lauricella, A. R., & Wartella, E. A. (2019). Parent-child interaction and children’s learning from a coding application. Computers & Education, 140, 103601. https://doi.org/10.1016/j.compedu.2019.103601 Shute, V. J., Sun, C., & Asbell-clarke, J. (2017). Demystifying computational thinking. Educational Research Review. Sigelman, C. K., & Rider, E. A. (2012). Life-span Human Development (7th ed.). Cengage Learning. Sullivan, A., & Bers, M. U. (2016). Robotics in the early childhood classroom: Learning outcomes from an 8-week robotics curriculum in pre-kindergarten through second grade. International Journal of Tech_nology and Design Education, 26, 3–20. Sullivan, A. A., Bers, M. U., & Mihm, C. (2017). International conference on com_putational thinking education. Imagining, Playing, and Coding with KIBO: Using Robot_ics to Foster Computational Thinking in Young ChildreImagining, Playing, and Coding with KIBO: Using Robot_ics to Foster Computational Thinking in Young Children. Sullivan, A., Elkin, M., & Bers, M. U. (2015). KIBO robot demo: Engaging young children in programming and engineering. Proceedings of the 14th International Conference on Interaction Design and Children, 418–421. https://doi.org/10.1145/2771839.2771868 Threekunprapa, A., & Yasri, P. (n. d.). (2020). The role of augmented reality based unplugged computer programming approach in the effectiveness of computational thinking. Uysal, A. & Kaya-Balkan, İ. (2015). Sosyal beceri eğitimi alan ve almayan okul öncesi çocukların, sosyal beceri ve benlik kavramı düzeyleri açısından karşılaştırılması. Psikoloji Çalışmaları. Vorderman, C. (2017). Computer coding for kids: A unique step-by-step visual guide, from binary code to building games. Voronina, L. V., Sergeeva, N. N., & Utyumova, E. A. (2016). Development of algorithm skills in preschool children. Procedia-Social and Behavioral Sciences, 233, 155-159. Wang, D., Han, H., Zhan, Z., Xu, J., Liu, Q., & Ren, G. (2015). A problem solving oriented intelligent tutoring system to improve students’ acquisition of basic computer skills. Comput. Educ., 81, 102–112. Wang, D., Zhang, C., & Wang, H. (2010). Proceedings of the 10th international conference on interaction design and children. T-Maze: A Tangible Programming Tool for Children. Wang, Danli, Zhang, C., & Wang, H. (2011). T-Maze: A tangible programming tool for children. Proceedings of the 10th International Conference on Interaction Design and Children - IDC ’11, 127–135. https://doi.org/10.1145/1999030.1999045 Woods, D. R., Hrymak, A. N., Marshall, R. R., Wood, P. E., Crowe, C. M., Hoffman, T. W., Wright, J. D., Taylor, P. A., Woodhouse, K. A., & Bouchard, C. G. K. (1997). Developing Problem Solving Skills: The McMaster Problem Solving Program. Journal of Engineering Education, 86(2), 75–91. https://doi.org/10.1002/j.2168-9830.1997.tb00270.x Yıldırım, A. (2014). Okul öncesinde yaratıcı problem çözme etkinliklerinin yaratıcılığa etkisi (5 yaş örneği). Hacettepe University, Ankara, Turkey. Yohanes. (2018). Mengajarkan Computational Thinking dan Coding Pada Anak-Anak. Amazing Grace. https://blog.compactbyte.com/2018/05/26/mengajarkan-computational-thinking-dan-coding-pada-anak-anak/ Yu, K.-C., Fan, S.-C., & Lin, K.-Y. (2015). Enhancing Students’ Problem-Solving Skills Through Context-Based Learning. International Journal of Science and Mathematics Education, 13(6), 1377–1401. https://doi.org/10.1007/s10763-014-9567-4 Yuksel, H. S. (2019). Experiences of Prospective Physical Education Teachers on Active Gaming within the Context of School-Based Physical Activity. European Journal of Educational Research, 8(1). https://doi.org/10.12973/eu-jer.8.1.199 Zvarych, I., Kalaur, S. M., Prymachenko, N. M., Romashchenko, I. V., & Romanyshyna, O. Ia. (2019). Gamification as a Tool for Stimulating the Educational Activity of Students of Higher Educational Institutions of Ukraine and the United States. European Journal of Educational Research, 8(3). https://doi.org/10.12973/eu-jer.8.3.875
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Azad M. San Ahmed, Rania, Sardasht M-Raouf Mahmood, Rebwar M. Nabi, and Dana L. Hussein. "The Impact of Teaching Materials on Learning Computer Programming Languages in Kurdistan Region Universities and Institutes." Kurdistan Journal of Applied Research 3, no. 1 (May 3, 2018): 27–33. http://dx.doi.org/10.24017/science.2018.1.7.

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It is evident that learning and teaching computer programming are considered as one of the striking challenges in academic environments. Meanwhile, selecting the correct and appropriate materials can leave an enormous impact in learning computer programming languages. However, recently this argument has been put under scrutiny as to which types of materials motivate learners to learn computer programming languages as well as enhance learning outcomes. Therefore, the main objective of this study is to investigate the current teaching and learning materials of computer programming languages in Kurdistan region of Iraq universities. Additionally, another aim is to give a rigorous analysis of how materials help students to learn computer programming language. A further focus is to identify the difficulties of learning computer programming languages at undergraduate level which constitutes technical Diploma and Bachelor. The last but not the least, this paper examines new approaches to teaching programming languages as a cognitive model for programming education.
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Papadakis, Stamatios, Michail Kalogiannakis, Vasileios Orfanakis, and Nicholas Zaranis. "The Appropriateness of Scratch and App Inventor as Educational Environments for Teaching Introductory Programming in Primary and Secondary Education." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (October 2017): 58–77. http://dx.doi.org/10.4018/ijwltt.2017100106.

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Teaching programming is a complex task. The task is even more challenging for introductory modules. There is an ongoing debate in the teaching community over the best approach to teaching introductory programming. Visual block-based programming environments allow school students to create their own programs in ways that are more accessible than in textual programming environments. These environments designed for education allow students to program without the obstacle of syntax errors (errors in typing commands) found in traditional text-based languages. In this paper, the authors focus on the use of App Inventor and Scratch as blocks-based programming environments designed explicitly with novices in mind. In the authors' analysis, both Novice Programming Environments (NPEs) seemed to be attractive platforms for introducing fundamental concepts in computer programming and both look appealing for both majors and non-majors.
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Chun, Seok-Ju, Yunju Jo, and Seungmee Lee. "The Effect of Programming Classes with Tangible Scratch Blocks on the Programming Interest of 6th Grade Elementary School Students." International Journal of Information and Education Technology 11, no. 9 (2021): 405–9. http://dx.doi.org/10.18178/ijiet.2021.11.9.1542.

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In this paper, we introduce an original, classroom-based approach for teaching Scratch programming to 6th grade elementary school students. Scratch is a programming language that involves assembling icon-based command blocks. It was designed to avoid the complex syntax errors seen in other programming languages, making it especially accessible for younger learners. While Scratch does provide a visual programming environment in which potentially just about anyone can learn to read and write programming code, there can still be a reduced overall interest in learning programming, because younger learners in particular can find it difficult to intuitively understand or be stimulated by abstract concepts of programming such as sequences, conditions, and repetition, which are present in Scratch. Our research involves the development of a tangible, electronic block system that allows students to manipulate physical objects with their hands to perform programming tasks. The system consists of a Scratch simulator and physical, Scratch electronic blocks embodying Scratch user interface shapes. We devised and delivered a programming course to 6th grade Korean elementary school students using our block system. The results are encouraging.
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Valverde, Sergi. "Visualizing the Evolution of Programming Languages." Leonardo 50, no. 5 (October 2017): 505. http://dx.doi.org/10.1162/leon_a_01280.

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The study of cultural evolutionary patterns, particularly when dealing with artifacts, is constrained by a lack of powerful quantitative methods. In this work, the project team shows that a simple network approach can reconstruct phylogenetic trees from existing databases of recorded artifact influences. They created novel network tools to visualize the large-scale evolution of programming languages. The simple idea of trees of influence can be extended to many other fields beyond the study of programming languages, offering a new theoretical framework to rigorously quantify cultural and technological evolution.
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Dissertations / Theses on the topic "Visual programming languages (Computer science) – Study and teaching"

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Farquhar, Cynthia Patrice. "An empirical study: Usage of the Unified Modeling Language in the Bachelor of Science and Master of Science degree programs at California State University, San Bernardino." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2929.

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The Unified Modeling Language (UML) became part of the curriculum in the Department of Computer Science at California State University, San Bernardino (CSUSB) in September 1997. The intent was to integrate the object-oriented paradigm in the undergraduate courses. Subsequently, this use has shifted to the graduate level. The purpose of this thesis is: 1) to determine what the students know about UML, 2) to reveal if the students were using UML, 3) to clarify how students use the UML.
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Ahmad, Kholoud N. "Measuring the impact of App Inventor for Android and studio-based learning in an introductory computer science course for non-majors." 2012. http://liblink.bsu.edu/uhtbin/catkey/1675389.

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This study implemented an experimental introductory CS course for non-CS majors focusing on two pedagogic factors: 1) the use of a visual blocks programming language known as App Inventor for Android (AIA) and 2) the adoption of SBL as the main teaching methodology. Participants included 30 undergraduates enrolled in two introductory CS courses; the experimental course (CS116) and a traditional lecture oriented CS course. The Motivated Strategies for Learning Questionnaire (MSLQ) was implemented in both courses at several stages. Statistically significant differences were found in the Control of Learning Beliefs, Help Seeking, and Intrinsic Motivation scales, were CS116’s participants scored higher rates. In CS116, entry and exit interviews were conducted as well as a mind maps analysis. Their results showed a positive response to the pedagogic factors, positive attitudes towards CS, and an improvement in the understanding of CS. The majority of participants did very well and showed creativity with not one student failing the course. They found the experimental course to cultivate collaboration, creativity, and motivation to learn. The experimental approach was found have a positive effect on students’ motivation, achievement, and attitude towards CS.
Department of Computer Science
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Dwarika, Jeraline. "The use of ALICE, a visual environment for teaching and learning object-oriented programming." Diss., 2014. http://hdl.handle.net/10500/13369.

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University students learning object-oriented programming (OOP) encounter many complexities. This study undertook empirical research aimed at analysing learners’ interactions with the Alice visual programming environment, which seeks to engage and motivate learners to grasp concepts of OOP, whilst creating animated movies and video games. A mixed-methods approach was employed, using questionnaire surveys and interviews to investigate learners’ experiences with Alice and their understanding of OOP. Findings indicated that learners lacked problem-solving abilities; were unable to grasp programming concepts on an abstract level and spent insufficient time practicing programming exercises. Alice proved to be an effective tool in helping to address these challenges and in improving learners’ grasp of OOP. Learners found Alice to have good usability. Furthermore, test and exam results revealed a statistically significant difference between performances of learners who had been taught Alice in comparison to similar learners who were not exposed to the Alice intervention.
Computing
Information Systems
M. Sc. (Information systems)
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Books on the topic "Visual programming languages (Computer science) – Study and teaching"

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Dann, Wanda. Learning to program with Alice. Upper Saddle River, NJ: Pearson/Prentice Hall, 2007.

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Stephen, Cooper, and Pausch Randy, eds. Learning to program with Alice. Upper Saddle River, NJ: Pearson Prentice Hall, 2006.

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Dann, Wanda. Learning to program with Alice: Beta version. Upper Saddle River, NJ: Pearson/Prentice Hall, 2005.

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Stephen, Cooper, and Pausch Randy, eds. Learning to program with Alice. Upper Saddle River, NJ: Pearson Education, 2008.

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1966-, Knowlton Todd, ed. Programming basics: Using Microsoft Visual Basic, C++, HTML, and Java. Boston, Mass: Course Technology, 2002.

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1951-, Barnard David T., ed. Programming: Concepts and paradigms. Toronto, Ont: Holt Software Associates, 1997.

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Hume, J. N. P. Introduction to programming in Turing. Toronto, Ont: Holt Software Associates, 2001.

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Smyth, Graham. The "don't panic" guide to programming in Java. Toronto, Ont: Holt Software Associates, 2001.

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Michael, Kölling, ed. Objects first with Java: A practical introduction using Blue J. 2nd ed. Harlow, England: Pearson/Prentice Hall, 2005.

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Neville, Dean, and Boute R. T, eds. Teaching formal methods: CoLogNET/FME Symposium, TFM 2004, Ghent, Belgium, November 18-19, 2004 : proceedings. Berlin: Springer, 2004.

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Book chapters on the topic "Visual programming languages (Computer science) – Study and teaching"

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Walsh Jr., Thomas. "Exploring Computer Science with MicroworldsEX to Learn Geometry and Logo Programming Code." In Theory and Practice: An Interface or A Great Divide?, 593–98. WTM-Verlag Münster, 2019. http://dx.doi.org/10.37626/ga9783959871129.0.111.

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Future employment of computer-programming jobs will be best for applicants with experience in different languages and coding tools (Bureau of Labor Statistics, 2018). Empirical and meta-analysis research studies support of teaching Logo programming in developing student cognitive problem-solving skills has been documented. Using guided instruction with teacher-mediated scaffolding Exploring Computer Science with MicroworldsEX (Walsh, 2013-2017) has been found as an effective method in preparing students using the Logo code programming language to create geometric graphic, animation, and gaming projects. More research is needed to study teacher scaffolding and mediation skills to support learning Logo coding and transfer to other domains including other programming environments.
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Conference papers on the topic "Visual programming languages (Computer science) – Study and teaching"

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Ourusoff, Nicholas. "Using Jackson Structured Programming (JSP) and Jackson Workbench to Teach Program Design." In 2003 Informing Science + IT Education Conference. Informing Science Institute, 2003. http://dx.doi.org/10.28945/2658.

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Teaching how to program independently of teaching a programming language has been recognized as a worthwhile goal in computer science pedagogy, but many have abandoned the goal as being impossible to achieve in practice. Jackson Structured Programming (JSP) is a well-documented and proven program design method that is independent of any programming language. CASE tools have generally been used in designing information systems rather than programs. Jackson Workbench (Keyword Computer Services Limited, 2002) is a CASE tool for designing programs (as well as information systems) that generates executable program code in several contemporary programming languages (Visual BASIC, Java, C++). Jackson Workbench contains a unique Structure Editor that uses “hotspots” to draw and syntactically validate program tree structure diagrams. As a result, the user can focus entirely on the design process, and leave the details of drawing to the CASE tool.
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Da Silva Feitosa, Samuel, and Rafaela Lunardi Comarella. "Aprendendo Conceitos de Orientação a Objetos Usando as Ferramentas Scratch e Snap!" In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2020. http://dx.doi.org/10.14210/cotb.v11n1.p490-496.

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The object-oriented programming paradigm serves as the basisfor the most used programming languages nowadays, where largescale projects take advantage of certain characteristics, such ascode reuse, encapsulation, better organization on the system design,and consequently the improvement on the maintainabilityof software in general. These features are intrinsic in the objectorientedparadigm. However, preparing professionals to work assystems analysts or developers for projects based in this paradigmhas been shown difficult in academia, since it is necessary to understanda set of abstract concepts before starting the codification phase.In this context, this paper seeks to contribute with the study of twoprogramming tools – Scratch and Snap! – developed exclusivelyfor teaching computer programming, exploring them in order toteach object-oriented concepts in a visual and interactive mode,aiming to apply these concepts later in a traditional programminglanguage such as Java, C#, or C++.
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