Agentsheets: a Tool for Building Domain-Oriented Dynamic, Visual Environments

Total Page:16

File Type:pdf, Size:1020Kb

Agentsheets: a Tool for Building Domain-Oriented Dynamic, Visual Environments Agentsheets: A Tool for Building Domain-Oriented Dynamic, Visual Environments Alexander Repenning Ph.D. Dissertation CU-CS-693-93 December 1993 University of Colorado at Boulder DEPARTMENT OF COMPUTER SCIENCE AGENTSHEETS: A TOOL FOR BUILDING DOMAIN-ORIENTED DYNAMIC, VISUAL ENVIRONMENTS by ALEXANDER REPENNING B.S., Engineering College, Brugg-Windisch, 1985 M.S., University of Colorado, 1990 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Computer Science 1993 Committee: Clayton Lewis, Chairman, Department of Computer Science Ernesto Arias, College of Environmental Design Wayne Citrin, Department of Computer Science and Electrical Engineering Gerhard Fischer, Department of Computer Science Mark Gross, College of Environmental Design Jim Martin, Department of Computer Science Peter Polson, Department of Psychology AGENTSHEETS: A TOOL FOR BUILDING DOMAIN-ORIENTED DYNAMIC, VISUAL ENVIRONMENTS Repenning, Alexander (Ph.D., Computer Science) Thesis directed by Professor Clayton Lewis Abstract Cultures deal with their environments by adapting to them and simultaneously changing them. This is particularly true for technological cultures, such as the dynamic culture of computer users. To date, the ability to change computing environments in non-trivial ways has been dependent upon the skill of programming. Because this skill has been hard to acquire, most computer users must adapt to computing environments created by a small number of programmers. In response to the scarcity of programming ability, the computer science community has concentrated on producing general-purpose tools that cover wide spectrums of applications. As a result, contemporary programming languages largely ignore the intricacies arising from complex interactions between different people solving concrete problems in specific domains. This dissertation describes Agentsheets, a substrate for building domain-oriented, visual, dynamic programming environments that do not require traditional programming skills. It discusses how Agentsheets supports the relationship among people, tools, and problems in the context of four central themes: (1) Agentsheets features a versatile construction paradigm to build dynamic, visual environments for a wide range of problem domains such as art, artificial life, distributed artificial intelligence, education, environmental design, and computer science theory. The construction paradigm consists of a large number of autonomous, communicating agents organized in a grid, called the agentsheet. Agents utilize different communication modalities such as animation, sound, and speech. (2) The construction paradigm supports the perception of programming as problem solving by incorporating mechanisms to incrementally create and modify spatial and temporal representations. (3) To interact with a large number of autonomous entities Agentsheets postulates participatory theater, a human- computer interaction scheme combining the advantages of direct manipulation and delegation into a continuous spectrum of control and effort. (4) Metaphors serve as mediators between problem solving-oriented construction paradigms and domain-oriented applications. Metaphors are used to represent application semantics by helping people to conceptualize problems in terms of concrete notions. Furthermore, metaphors can simplify the implementation of applications. Application designers can explore and reuse existing applications that include similar metaphors. i ACKNOWLEDGMENTS My most sincere thanks goes to: Nadia Repenning-Gatti, my wife, for her unparalleled support and encouragement through all these years; Clayton Lewis, my advisor, for providing me with so many crucial insights; my dissertation committee, Clayton Lewis, Gerhard Fischer, Ernesto Arias, Wayne Citrin, Mark Gross, James Martin, and Peter Polson for their vital advice; Gerhard Fischer for giving me an opportunity to test Agentsheets in class room settings and in the HCC research group; Tamara Sumner and Jim Sullivan for all their enormous patience to use Agentsheets, for creating consequential applications, and for giving me most valuable feedback; Roland Hübscher, and Brigham Bell for inspiring discussions; Michael Vittins, at Hewlett Packard, who introduced me to the wonderful realm of research and at the same time let me have a sobering glimpse at the real world; the Asea Brown Boveri Research Center in Switzerland, in general, and Reinhold Güth particularly, for the highly motivational and finacial support; the invigorating people at Xerox PARC and especially Rich Gold for inspiring so many Agentsheets applications and providing me with a new perspective of computers and art; anonymous Agentsheets users that have spend a great deal of time in building truly amazing applications without the help of a user manual; Allan Cypher at Apple Computer Inc., for providing the hardware; all the people reviewing my dissertation and especially to Tamara Sumner and Gerry Stahl for putting a large effort into it; Herman Gysel and Gino Gatti for their moral assistance; the members of the thinking chairs group, Daniel Künzle and Gabriel Inäbnit, for their spiritual guidance; the National Science Foundation for financing my research. ii TABLES Table 1-1: Past Approaches ...........................................................................................................................36 Table 2-1: Example Classes of Specialized Containers and Contents...........................................................59 Table 2-2: Agentsheets and Related Systems ................................................................................................83 Table 3-1: Channels.......................................................................................................................................89 Table 3-2: Reservoir Modeling......................................................................................................................91 Table 3-3: Electric World ..............................................................................................................................92 Table 3-4: VisualKEN ...................................................................................................................................93 Table 3-5: City Traffic...................................................................................................................................94 Table 3-6: Petri Nets ......................................................................................................................................95 Table 3-7: Networks ......................................................................................................................................96 Table 3-8: Tax The Farmer ............................................................................................................................97 Table 3-9: Particle World...............................................................................................................................98 Table 3-10: Rocky’s Other Boot....................................................................................................................99 Table 3-11: Voice Dialog Design Environment ..........................................................................................100 Table 3-12: Labsheets ..................................................................................................................................101 Table 4-1: Relationships Among Contributions ..........................................................................................124 Table 4-2: Contributions, Support and Intuition..........................................................................................132 iii FIGURES Figure 1-1: People, Tools and Problems........................................................................................................12 Figure 1-2: Control Panel of Coffee Machine................................................................................................17 Figure 1-3: Visual Programming Tools.........................................................................................................21 Figure 1-4: Data Flow Diagram Representing x2 - 2x + 3 ............................................................................22 Figure 1-5: BLOX Pascal...............................................................................................................................23 Figure 1-6: Pinball Construction Kit..............................................................................................................24 Figure 1-7: Isomorphic Flow Charts: Neat and Linear..................................................................................26 Figure 1-8: Neat and Messy Charts................................................................................................................26 Figure 1-9: Explicit Spatial Notation.............................................................................................................29 Figure 1-10: Implicit Spatial Notation: Roof is Above Frame of House.......................................................30 Figure 1-11: Explicit Spatial Notation: Roofs and Frames of Houses...........................................................30 Figure 1-12: The “ideal” tool?.......................................................................................................................40
Recommended publications
  • Computational Thinking Patterns
    Computational Thinking Patterns Andri Ioannidou, Agentsheets Inc., Boulder, CO Vicki Bennett, Communication Department, University of Colorado at Boulder Alexander Repenning, Kyu Han Koh, Ashok Basawapatna, Computer Science Department, University of Colorado at Boulder Paper presented at the 2011 Annual Meeting of the American Educational Research Association (AERA) in the Division C - Learning and Instruction / Section 7: Technology Research symposium “Merging Human Creativity and the Power of Technology: Computational Thinking in the K-12 Classroom” Publication Date: April 8, 2011 Objectives The iDREAMS project aims to reinvent Computer Science education in K-12 schools, by using game design and computational science for motivating and educating students through an approach we call Scalable Game Design, starting at the middle school level. In this paper we discuss the use of Computational Thinking Patterns as the basis for our Scalable Game Design curriculum and professional development and present results from measuring student learning outcomes using our unique Computational Thinking Pattern Analysis. Background: Scalable Game Design project The iDREAMS project1 (Integrative Design-based Reform-oriented Educational Approach for Motivating Students), funded by the National Science Foundation under the ITEST program, investigates the potential impact on the IT workforce by stimulating interest in computer science at the middle school level through an approach called Scalable Game Design (Repenning & Ioannidou, 2008; Repenning, Ioannidou, et al., 2010; Repenning, Webb, & Ioannidou, 2010). The main goal of this project is to increase opportunities for computer science education in the regular curriculum and broaden participation, especially of women and underrepresented communities, by motivating and educating students about computer science through game design and computational science.
    [Show full text]
  • Tools, Languages, and Environments Used in Primary and Secondary Computing Education
    Session: Computing in Schools I ITiCSE ’20, June 15–19, 2020, Trondheim, Norway Tools, Languages, and Environments Used in Primary and Secondary Computing Education Monica M. McGill Adrienne Decker Knox College University at Buffalo CSEdResearch.org Buffalo, NY, USA Galesburg, IL, USA [email protected] [email protected] ABSTRACT an increased interest in the tools, languages, and environments 1 With the advent of teaching primary and secondary computing (TLEs) used to teach K-12 students and teachers [2, 7, 19]. These education, tools, languages, and environments (TLEs) are important pedagogical support systems are not unlike many other manipula- pedagogical support systems for students and teachers. While there tives and resources used throughout education and are recognized are a number of resources available for teaching K-12 students and by organizations as a critical part of learning and understanding teachers, there is little synthesis of the data with respect to usage computer science [2, 7]. and adoption rates for various TLEs. Using data extracted from TLEs at the post-secondary level have been of great interest 510 articles related to K-12 education, we conducted an analysis to the computing education research community, though prior to using descriptive statistics to determine what TLEs in K-12 are 2007, interest in computing education at the primary and secondary most frequently studied by researchers. We found 193 TLEs being levels did not appear frequently in documented discussions (via the used in research studies and experience reports, then differentiate ACM SIGCSE-Members listserv) [4]. Further, there are only limited between these two types of data and between students and teacher references in the literature to the broader context of TLEs at the professional development.
    [Show full text]
  • An Investigation and Usability Study of Novice
    SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Except where reference is made to the work of others, the work described in this thesis is my own or was done in collaboration with my advisory committee. This thesis does not include proprietary or classified information. _______________________________ Sumitha Kanakadoss Certificate of Approval: _______________________________ _______________________________ Juan E. Gilbert Cheryl D. Seals, Chair Assistant Professor Assistant Professor Computer Science and Software Computer Science and Software Engineering Engineering _______________________________ ______________________________ N. Hari Narayanan Stephen L. McFarland Associate Professor Dean Computer Science and Software Graduate School Engineering SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Sumitha Kanakadoss A Thesis Submitted to the Graduate Faculty of Auburn University in Partial Fulfillment of the Requirements for the Degree of Master of Science Auburn, Alabama December 16, 2005 SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Sumitha Kanakadoss Permission is granted to Auburn University to make copies of this thesis at its discretion, upon request of individuals or institutions and at their expense. The author reserves all publication rights. ______________________________ Signature of Author ______________________________ Date of Graduation iii THESIS ABSTRACT SIMBUILDER: AN INVESTIGATION AND USABILITY STUDY OF NOVICE PROGRAMMING TECHNIQUES Sumitha Kanakadoss Master of Science, December 16, 2005 (B.E., University of Madras, Madras, India, 2003) 125 Typed Pages Directed by Cheryl D. Seals In many existing programming languages, novices always find it difficult to transform their mental plan to terms compatible with the computer. By analyzing the ways users think to solve their daily problems and designing programming languages accordingly, would help novices to overcome this transformation barrier.
    [Show full text]
  • Programming by Analogous Examples
    Color profile: Generic CMYK printer profile Composite Default screen Chapter Eighteen Programming by Analogous Examples Alexander Repenning and Corrina Perrone Agent Sheets, Inc., Center of LifeLong Learning & Design, University of Colorado, Boulder S R L V:\002564\002564.VP Thursday, December 21, 2000 2:12:45 PM TNT JobNumber: [002564] • Author: [Lieberman] • Page: 351 Color profile: Generic CMYK printer profile Composite Default screen 352 Abtract Analogies are powerful cognitive mechanisms that people use to construct new knowledge from knowledge already acquired and understood. When analogies are used with programming by example (PBE), the result is a new end-user programming paradigm combining the elegance of PBE to create programs with the power of analogies to reuse programs. The combina- tion of PBE with analogies is called Programming by Analogous Examples (PBAE). 18.1 Introduction Why do end users need to program? In a world with an ever-increasing flood of information, people become overwhelmed trying to cope with it. With the ubiquity of computer networks, the information challenge is no longer about accessing information but processing it. The direct manipula- tion paradigm, popularized in the 1980s, begins to break down when it is no longer feasible to directly manipulate the sources of information such as the location of all the files on your hard disk or all the emails in your in box. End-user programming (Nardi 1993) is becoming a crucial instrument in the daily information-processing struggle. End-user programming is a form of programming done by the end user to customize information processing. Most computer end users do not have the background, motivation, or time to use traditional programming approaches, nor do they typically have the means to hire professional programmers to create their programs.
    [Show full text]
  • Moving Beyond Syntax: Lessons from 20 Years of Blocks Programing in Agentsheets
    Moving Beyond Syntax: Lessons from 20 Years of Blocks Programing in AgentSheets Alexander Repenning University of Colorado Boulder, Colorado 80309 [email protected] School of Education University of Applied Sciences and Arts Northwestern Switzerland (PH FHNW) Brugg-Windisch, Switzerland [email protected] Abstract The blocks programming community has been preoccupied the “compute prime numbers” using C++ and Emacs activity with identifying syntactic obstacles that keep novices from learning which, by the vast majority of kids, is considered to be hard to program. Unfortunately, this focus is now holding back research and boring. In the upper right corner is the elusive holy grail of from systematically investigating various technological affordances Computer Science education providing activities that are easy, that can make programming more accessible. Employing approaches or at least accessible, and exciting. This journey started in the from program analysis, program visualization, and real-time lower left corner and is gradually moving towards the upper interfaces can push blocks programming beyond syntax towards the support of semantics and even pragmatics. Syntactic support could right corner. The path of this journey is not straight. It includes be compared to checking spelling and grammar in word processing. setbacks and detours. Also, while progress has been made, the Spell checking is relatively simple to implement and immediately journey is far from over. useful, but provides essentially no support to create meaningful text. Over the last 25 years, I have worked to empower students to create their own games, simulations, and robots. In this time I have explored, combined, and evaluated a number of programming paradigms.
    [Show full text]
  • Computational Thinking (An NSF Priority)  Scope:  Years 1-3: Strategic Exploration of Colorado Spectrum  Potentially: Years 4-8: Scale up to US
    Prof. Alexander Repenning Prof. David Webb Dr. Jeffrey Kidder Dr. Andri Ioannidou Vicki Bennet project goal: get computer science in to public schools as part of required courses approach: employ game design to motivate & educate students to learn about computer science through game design starting in middle school research: equity: gender, underrepresented (Native Americans) transfer to STEM: “now that you can make Space Invaders, can you make a science simulation?” computational thinking (an NSF priority) scope: years 1-3: strategic exploration of Colorado spectrum potentially: years 4-8: scale up to US. programming in schools “programming, oh no... I know what is going to happen. The teacher writes a program onto the blackboard, we type it into the computer and it never works” – student tool: AgentSheets IF THEN Syntax AgentSheets ʻ93 graphical main concern: KidSim rewrite avoid problems such as Cocoa being “one semicolon rules away from disaster” StageCast AgentSheets ʻ95 Syntax Squeak/eToys drag & drop Alice Scratch main concern: Semantics AgentSheets help users to think about the Conversational 2010 meaning of programs → time “computational thinking” Programming 1990 1995 2000 2005 2010 sites NSF ITEST project exploring K-12 computer science education in 4 very different kinds of communities Tech Hub University Town regions Boulder, Colorado Oglala, SD to Ignacio, CO 715 mi – about 12 hours 40 mins drive time Boulder Inner City Aurora, Colorado Boulder Aurora Remote Rural poorest district in CO open only 4 days a week Boulder
    [Show full text]
  • Lowering the Barriers to Programming: a Survey of Programming Environments and Languages for Novice Programmers
    Lowering the Barriers to Programming: a survey of programming environments and languages for novice programmers CAITLIN KELLEHER Carnegie Mellon University and RANDY PAUSCH Carnegie Mellon University _______________________________________________________________________ Since the early 1960's, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This paper presents a taxonomy of languages and environments designed to make programming more accessible to novice programmers of all ages. The systems are organized by their primary goal, either to teach programming or to use programming to empower their users, and then by the authors’ approach to making learning to program easier for novice programmers. The paper explains all categories in the taxonomy, provides a brief description of the systems in each category, and suggests some avenues for future work in novice programming environments and languages. Categories and Subject Descriptors: H5.2 [Information Interfaces and Presentation]: User Interfaces - User- centered design; Interaction styles; Theory and methods; K.3 [Computing Milieux]: Computers and Education General Terms: Design, Languages, Human Factors Additional Key Words and Phrases: Human-computer interaction, Computer Science education, literacy, learning, problem solving ________________________________________________________________________ 1. INTRODUCTION Learning to program can be very difficult for beginning students of
    [Show full text]
  • Programming Environments for Novices
    Programming Environments for Novices Mark Guzdial College of Computing, Georgia Institute of Technology [email protected] May 7, 2003 1 Specializing Environments for Novices The task of specializing programming environments for novices begins with the recog- nition that programming is a hard skill to learn. The lack of student programming skill even after a year of undergraduate studies in computer science was noted and measured in the early 80's [32] and again in this decade [20]. We know that students have problems with looping constructs [31], conditionals [8], and assembling programs out of base components [33]|and there are probably other factors, and interactions between these factors, too. What are the critical pieces? What pieces, if we \¯xed" them (made them better for novice programmers), would make programming into a more manageable, learn- able skill? If we developed a language that changed how conditionals work or loops, or make it easier to integrate components, would programming become easier? That's the issue that developers of educational programming environments are asking. Each novice programming environment (or family of environments) is attempting to answer the question, \What makes programming hard?" Each answer to that question implies a family of environments that address the concern with a set of solutions. Each environment discussed in this chapter attempts to use several of these answers to make programming easier for novices. Obviously, there are a great many answers to the question \What makes program- ming hard?" For each answer, there are a great many potential environments that act upon that answer, and then there are a great many other potential environments that deal with multiple answers to that question.
    [Show full text]
  • Journal of Visual Languages and Sentient Systems
    Journal of Visual Languages and Sentient Systems Editor-in-Chief Shi-Kuo Chang, University of Pittsburgh, USA Co-Editors-in-Chief Gennaro Costagliola, University of Salerno, Italy Paolo Nesi, University of Florence, Italy Gem Stapleton, University of Brighton, UK Franklyn Turbak, Wellesley College, USA An Open Access Journal published by KSI Research Inc. 156 Park Square Lane, Pittsburgh, PA 15238 USA i VLSS Editorial Board Tim Arndt, Cleveland State University, USA Alan F. Blackwell, University of Cambridge, United Kingdom Paolo Bottoni, University of Rome, Italy Francesco Colace, Univeristy of Salerno, Italy Maria Francesca Costabile, University of Bari, Italy Philip T. Cox, Dalhousie University, Canada Martin Erwig, Oregon State University, USA Vittorio Fuccella, University of Salerno, Italy Angela Guercio, Kent State University, USA Erland Jungert, Swedish Defence Research Establishment, Sweden Kamen Kanev, Shizuoka University, Japan Robert Laurini, University of Lyon, France Jennifer Leopold, Missouri University of Science & Technology, USA Mark Minas, University of Munich, Germany Brad A. Myers, Carnegie Mellon University, USA Joseph J. Pfeiffer, Jr., New Mexico State University, USA Genny Tortora, University of Salerno, Italy Kang Zhang, University of Texas at Dallas, USA Copyright ⓒ 2017 by KSI Research Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior
    [Show full text]
  • Scalable Game Design: a Strategy to Bring Systemic Computer Science Education to Schools Through Game Design and Simulation Creation
    Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation ALEXANDER REPENNING, University of Colorado Boulder DAVID C. WEBB, University of Colorado Boulder KYU HAN KOH, University of Colorado Boulder HILARIE NICKERSON, University of Colorado Boulder SUSAN MILLER, University of Colorado Boulder CATHERINE BRAND, University of Colorado Boulder IAN HER MANY HORSES, University of Colorado Boulder ASHOK BASAWAPATNA, University of Colorado Boulder FRED GLUCK, University of Colorado Boulder RYAN GROVER, University of Colorado Boulder KRIS GUTIERREZ, University of California, Berkeley NADIA REPENNING, AgentSheets Inc. An educated citizenry that participates in and contributes to Science Technology Engineering and Mathematics innovation in the 21st century will require broad literacy and skills in computer science. School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a deeper understanding of how technologies and software are used as design tools. However, K-12 students in the United States are facing a pipeline for computer science education that is broken. In response to this problem we have developed the Scalable Game Design curriculum based on a strategy to integrate computer science education into the regular school curriculum. This strategy includes opportunities for students to design and program games and Science Technology Engineering and Mathematics simulations. An approach called Computational Thinking Pattern Analysis has been developed to measure and correlate computational thinking skills relevant to game design and simulations. Results from a study with over 10,000 students demonstrate rapid adoption of this curriculum by teachers from multiple disciplines, high student motivation, high levels of participation by women and interest regardless of demographic background.
    [Show full text]
  • Tilecode: Creation of Video Games on Gaming Handhelds
    TileCode: Creation of Video Games on Gaming Handhelds Thomas Ball, Shannon Kao, Richard Knoll, Daryl Zuniga Microsoft Redmond, USA {tball, shakao, riknoll, dazuniga}@microsoft.com ABSTRACT We present TileCode, a video game creation environment that runs on battery-powered microcontroller-based gaming hand- helds. Our work is motivated by the popularity of retro video games, the availability of low-cost gaming handhelds loaded with many such games, and the concomitant lack of a means to create games on the same handhelds. With TileCode, we seek to close the gap between the consumers and creators of video games and to motivate more individuals to participate in the design and creation of their own games. The TileCode programming model is based on tile maps and provides a vi- sual means for specifying the context around a sprite, how a sprite should move based on that context, and what should happen upon sprite collisions. We demonstrate that a variety of popular video games can be programmed with TileCode us- ing 10-15 visual rules and compare/contrast with block-based versions of the same games implemented using MakeCode Arcade. Author Keywords gaming handhelds, video games, visual programming, cellular automata CCS Concepts ! Figure 1. Screen snapshot of “Boulder Dash” game (written using •Software and its engineering Visual languages; TileCode) in the web-based MakeCode Arcade game machine simula- •Human-centered computing ! Human computer inter- tor; underneath the simulator are the backgrounds (Wall, Dirt, Space) action (HCI); and sprites (Player, Boulder, Diamond, Enemy) in the game. INTRODUCTION Most video game development environments require access its realization via a computer is non-trivial.
    [Show full text]
  • Cs.Colorado.Edu/~Ralex {Ralex, Andri, Ambach}@Cs.Colorado.Edu
    Repenning, A., Ioannidou, A. and Ambach, J. (1998). Learn to Communicate and Communicate to Learn. Published Journal of Interactive Media in Education, 98 (7) [www-jime.open.ac.uk/98/7] 19 Oct., 1998 Learn to Communicate and Communicate to Learn Alexander Repenning, Andri Ioannidou and James Ambach Department of Computer Science & Center for LifeLong Learning and Design University of Colorado Boulder, CO 80309-0430 U.S.A. http://www.cs.colorado.edu/~ralex http://www.cs.colorado.edu/~ambach {ralex, andri, ambach}@cs.colorado.edu Abstract: Thinking of a computer as an educational tool emphasizes a solitary interaction between the learner and the computer. A tool is something that is applied to an object in order to change it, and this usually implies a single user working on a single object or project. While tools are an important aspect of an educational experience, the tool metaphor can isolate individual learners from each other and from their teachers instead of cultivating a sense of educational community. Reconceptualizing the computer as a constructionist medium increases the computerÕs educational value, by allowing the development and support of communities of learners. As a medium, the computer is viewed as a collection of tools and capabilities that are used to communicate. This reconceptualization leads to a new class of computer applications that places constructionist activities within a more social context in which computers simultaneously provide opportunities for learning how to communicate as well as for enabling communication to enhance the learning experience. Computers are a particularly interesting educational medium, because not only do they allow communication via more traditional media (e.g.
    [Show full text]