Overview of the Computer Programming Learning Environments for Primary Education
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Apuntes De Logo
APUNTES DE LOGO Eugenio Roanes Lozano 1 y Eugenio Roanes Macías 2 Unidad Docente de Álgebra 3 Facultad de Educación Universidad Complutense de Madrid 26 Diciembre 2015 1 [email protected] 2 [email protected] 3 www.ucm.es/info/secdealg/ 1 DESCARGA DE LOGO: Una breve resumen de la historia de Logo (y sus dialectos) y la posibilidad de descargar MSWLogo 6.3 (funciona hasta Windows XP, no compatible con Windows 7 y posteriores): http://roble.pntic.mec.es/~apantoja/familias.htm Descarga de MSWLogo 6.5a (compatible con Windows modernos) (el más recomendable 4) http://neoparaiso.com/logo/versiones-logo.html Descarga de FMSLogo 6.34.0 (compatible con Windows modernos) 5: http://neoparaiso.com/logo/versiones-logo.html ALGUNAS OBSERVACIONES Ambos dialectos derivan de UCBLogo, diseñado por Brian Harvey, de la Universidad de Berkeley. Los tres volúmenes de su libro “Computer Science Logo Style”, publicado en 1997 por el MIT e información sobre Logo puede encontrarse en: http://www.cs.berkeley.edu/~bh/ El libro pionero y enciclopédico sobre las posibilidades de la geometría de la tortuga es: • Abelson, H. & di Sessa, A. (1986). Geometría de tortuga: el ordenador como medio de exploración de las Matemáticas. Madrid, España: Anaya. Un libro de esa época en que se desarrollan diferentes aplicaciones educativas para antiguos dialectos de Logo es: • Roanes Macías, E. & Roanes Lozano, E. (1988). MACO. Matemáticas con ordenador. Madrid, España: Síntesis. Es de destacar que hay localizados más de 300 dialectos de Logo. Véase: http://www.elica.net/download/papers/LogoTreeProject.pdf INSTALACIÓN: Sólo hay que ejecutar el correspondiente archivo .EXE. -
Compiler Error Messages Considered Unhelpful: the Landscape of Text-Based Programming Error Message Research
Working Group Report ITiCSE-WGR ’19, July 15–17, 2019, Aberdeen, Scotland Uk Compiler Error Messages Considered Unhelpful: The Landscape of Text-Based Programming Error Message Research Brett A. Becker∗ Paul Denny∗ Raymond Pettit∗ University College Dublin University of Auckland University of Virginia Dublin, Ireland Auckland, New Zealand Charlottesville, Virginia, USA [email protected] [email protected] [email protected] Durell Bouchard Dennis J. Bouvier Brian Harrington Roanoke College Southern Illinois University Edwardsville University of Toronto Scarborough Roanoke, Virgina, USA Edwardsville, Illinois, USA Scarborough, Ontario, Canada [email protected] [email protected] [email protected] Amir Kamil Amey Karkare Chris McDonald University of Michigan Indian Institute of Technology Kanpur University of Western Australia Ann Arbor, Michigan, USA Kanpur, India Perth, Australia [email protected] [email protected] [email protected] Peter-Michael Osera Janice L. Pearce James Prather Grinnell College Berea College Abilene Christian University Grinnell, Iowa, USA Berea, Kentucky, USA Abilene, Texas, USA [email protected] [email protected] [email protected] ABSTRACT of evidence supporting each one (historical, anecdotal, and empiri- Diagnostic messages generated by compilers and interpreters such cal). This work can serve as a starting point for those who wish to as syntax error messages have been researched for over half of a conduct research on compiler error messages, runtime errors, and century. Unfortunately, these messages which include error, warn- warnings. We also make the bibtex file of our 300+ reference corpus ing, and run-time messages, present substantial difficulty and could publicly available. -
The Comparability Between Modular and Non-Modular
THE COMPARABILITY BETWEEN MODULAR AND NON-MODULAR EXAMINATIONS AT GCE ADVANCED LEVEL Elizabeth A Gray PhD INSTITUTE OF EDUCATION UNIVERSITY OF LONDON 1 ABSTRACT The prime concern of this thesis is the comparability of two types of assessment now prevalent in Advanced level GeE examinations. The more conventional linear scheme assesses all candidates terminally, and the only way to improve the grade awarded is to re-take the whole examination. In contrast, the relatively new modular schemes of assessment include testing opportunities throughout the course of study. This not only has formative effects but allows quantifiable improvements in syllabus results through the medium of the resit option. There are obvious differences between the two schemes, but this does not necessarily imply that they are not comparable in their grading standards. It is this standard which the thesis attempts to address by considering the different variabilities of each of the schemes, and how these might impinge upon the outcomes of the grading process as evidenced in the final grade distributions. A key issue is that of legitimate and illegitimate variabilities - the former perhaps allowing an improvement in performance while maintaining grading standards; the latter possibly affecting the grading standard because its effect was not fully taken into account in the awarding process. By looking at a linear and modular syllabus in mathematics, the differences between the two are investigated, and although not fully generalisable, it is clear that many of the worries which were advanced when modular schemes were first introduced are groundless. Most candidates are seen to use the testing flexibility to their advantage, but there is little evidence of over-testing. -
Using Computer Programming As an Effective Complement To
Using Computer Programming as an Effective Complement to Mathematics Education: Experimenting with the Standards for Mathematics Practice in a Multidisciplinary Environment for Teaching and Learning with Technology in the 21st Century By Pavel Solin1 and Eugenio Roanes-Lozano2 1University of Nevada, Reno, 1664 N Virginia St, Reno, NV 89557, USA. Founder and Director of NCLab (http://nclab.com). 2Instituto de Matemática Interdisciplinar & Departamento de Didáctica de las Ciencias Experimentales, Sociales y Matemáticas, Facultad de Educación, Universidad Complutense de Madrid, c/ Rector Royo Villanova s/n, 28040 – Madrid, Spain. [email protected], [email protected] Received: 30 September 2018 Revised: 12 February 2019 DOI: 10.1564/tme_v27.3.03 Many mathematics educators are not aware of a strong 2. KAREL THE ROBOT connection that exists between the education of computer programming and mathematics. The reason may be that they Karel the Robot is a widely used educational have not been exposed to computer programming. This programming language which was introduced by Richard E. connection is worth exploring, given the current trends of Pattis in his 1981 textbook Karel the Robot: A Gentle automation and Industry 4.0. Therefore, in this paper we Introduction to the Art of Computer Programming (Pattis, take a closer look at the Common Core's eight Mathematical 1995). Let us note that Karel the Robot constitutes an Practice Standards. We show how each one of them can be environment related to Turtle Geometry (Abbelson and reinforced through computer programming. The following diSessa, 1981), but is not yet another implementation, as will discussion is virtually independent of the choice of a be detailed below. -
Microworlds: Building Powerful Ideas in the Secondary School
US-China Education Review A 9 (2012) 796-803 Earlier title: US-China Education Review, ISSN 1548-6613 D DAVID PUBLISHING Microworlds: Building Powerful Ideas in the Secondary School Craig William Jenkins University of Wales, Wales, UK In the 1960s, the MIT (Massachusetts Institute of Technology) developed a programming language called LOGO. Underpinning this invention was a profound new philosophy of how learners learn. This paper reviews research in the area and asks how one notion in particular, that of a microworld, may be used by secondary school educators to build powerful ideas in STEM (science, technology, engineering, and mathematics) subjects. Keywords: microworlds, programming, STEM (science, technology, engineering, and mathematics), constructionism, education Theories of Knowing This paper examines the microworld as a tool for acquiring powerful ideas in secondary education and explores their potential role in making relevant conceptual learning accessible through practical, constructionist approaches. In line with this aim, the paper is split into three main sections: The first section looks at the underlying educational theory behind microworlds in order to set up the rest of the paper; The second section critically examines the notion of a microworld in order to draw out the characteristics of a microworlds approach to learning; Finally, the paper ends with a real-world example of a microworld that is designed to build key, powerful ideas within a STEM (science, technology, engineering, and mathematics) domain of knowledge. To begin to understand the educational theory behind microworlds, a good starting point is to consider the ways in which learners interact with educational technology. In 1980, Robert Taylor (1980) provided a useful framework for understanding such interactions. -
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. -
Microworldsjr Resource Book with Extended Reference Guide
MicroWorldsJR Resource Book with Extended Reference Guide for Macintosh® computers MicroWorldsJR Resource Book with Extended Reference Guide for Macintosh® computers We’d like to thank the following people for their efforts and insights: Elena, Sergei, Alain, Rene, Anton, Susan, Marina, Anna, Patrick, Slava, Mario, Brian, Billo, Sharnee, and Seymour. © Logo Computer Systems Inc., 2005. All rights reserved. No part of the document contained herein may be reproduced, stored in retrieval systems or transmitted, in any form or by any means, photocopying, electronic, mechanical, recording or otherwise, without the prior approval from Logo Computer Systems Inc. Legal deposit, 1st semester 2005 ISBN 2-89371-560-5 Printed 4-05 MicroWorlds JR is a trademark and is a registered trademark of Logo Computer Systems Inc. All other trademarks and registered trademarks are the property of their respective owners. Table of Contents Section I - Introduction....................................................................3 Section II – Projects.........................................................................6 Project 1 – Introducing MicroWorlds JR. ............................................7 Project 2 – Pattern Game ................................................................9 Project 3 – The Tortoise and the Hare..............................................11 Project 4 - My Favorite Place..........................................................17 Project 5 – Guess My Rule II ..........................................................21 -
A Simplified Introduction to Virus Propagation Using Maple's Turtle Graphics Package
E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package A simplified introduction to virus propagation using Maple's Turtle Graphics package Eugenio Roanes-Lozano Instituto de Matemática Interdisciplinar & Departamento de Didáctica de las Ciencias Experimentales, Sociales y Matemáticas Facultad de Educación, Universidad Complutense de Madrid, Spain Carmen Solano-Macías Departamento de Información y Comunicación Facultad de CC. de la Documentación y Comunicación, Universidad de Extremadura, Spain Eugenio Roanes-Macías Departamento de Álgebra, Universidad Complutense de Madrid, Spain [email protected] ; [email protected] ; [email protected] Partially funded by the research project PGC2018-096509-B-100 (Government of Spain) 1 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package 1. INTRODUCTION: TURTLE GEOMETRY AND LOGO • Logo language: developed at the end of the ‘60s • Characterized by the use of Turtle Geometry (a.k.a. as Turtle Graphics). • Oriented to introduce kids to programming (Papert, 1980). • Basic movements of the turtle (graphic cursor): FD, BK RT, LT. • It is not based on a Cartesian Coordinate system. 2 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package • Initially robots were used to plot the trail of the turtle. http://cyberneticzoo.com/cyberneticanimals/1969-the-logo-turtle-seymour-papert-marvin-minsky-et-al-american/ 3 E. Roanes-Lozano, C. Solano-Macías & E. Roanes-Macías.: A simplified introduction to virus propagation using Maple's Turtle Graphics package • IBM Logo / LCSI Logo (’80) 4 E. -
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. -
CS K8 Resources (Resources Listed by “Area” in Alphabetical Order, and by Age/Grade)
CS K8 Resources (resources listed by “area” in alphabetical order, and by age/grade) Check out these K8 CS resources (feel free to add things as you see fit): Board Games: ● Turtle ● Robo Rally Books: ● https://docs.google.com/document/d/1vV_- UfVTnn6yu0BC5tLYZsXeYI32SVhH0JeyC_NpshM/edit?usp=sharing ○ Curriculum:CSTA K-8 Computer Science - Building a Solid Foundation: This document is a comprehensive look at K-8 CS. You will find dozens of articles offering a variety of perspectives and examples of implementation and engagement for younger students. Suitable for grades K-8+ ○ Computer Science Unplugged: a series of lessons that teach CS concepts without a computer. Suitable for K8+ and includes a teacher’s edition that focuses on K-5. ○ Traveling Circuits: lesson plans for activities that teach computer science concepts without the use of a computer. Suitable for K8+. ○ Computer Science for Fun: Site explores how computer science is also about people, solving puzzles,creativity, changing the future and, most of all, having fun. Reinforces computer science concepts without the use of a computer. Suitable for 5-8+ iPad Coding Apps ○ Bee-Bot - The new Bee-Bot App from TTS Group has been developed based on our well-loved, award- winning Bee-Bot floor robot. The app makes use of Bee-Bot’s keypad functionality and enables children to improve their skills in directional language and programming through sequences of forwards, backwards, left and right 90 degree turns. Cost - FREE ○ Bee-Bot-Pyramid - A fun educational Numeracy game which encourages directional language, sequencing and problem solving. The Bee-Bot app ○ teaches children how to direct and move their Bee-Bot character by giving it a set of sequential commands that they program by pressing the keypad buttons. -
Mswlogo Free Online
1 / 4 Mswlogo Free Online It runs on every flavour of Windows from 16-bit to NT. http://softronix.com/logo.html. This article is provided by FOLDOC - Free Online Dictionary of Computing ( .... Jan 13, 2021 — MSWLogo antivirus report This download is virus-free. This file ... Can we download MSW Logo for mac OS system from the internet? Leave a .... Yes, there are lots of turtles in MSW Logo 1, to be exact. Commander window; Recall list MswLogo Definition,. Online Computer Terms Dictionary. Anki is a free .... Oct 2, 2012 — It should be noted that enrolling in two online courses is the equivalent of a full-time campus course load. msw logo online. Those who are .... ... LCSI software online. www.motivate.maths.org.uk: maths videoconferences for ... pedigree resources and software. www.softronix.com/logo.html: MSW Logo, .... Oct 25, 2016 — We are using MSW logo to code (click here to download) Today we drew a rocket and made it launch. For homework try draw a car and make it .... Welcome to the MSW LOGO online course. This course is designed for the kids to give them a start in programming and provide a step by step information about ... Mar 12, 2020 — Fast downloads of the latest free software! ... MSWLogo is a Logo-based programming environment developed in the Massachusetts Institute of .... Online students pay less than the out-of-state tuition rate for the MPH portion of this coordinated degree. Free Logo Design in Minutes. Page 3 MSW Logo .... Available Formats. Download as DOC, PDF, TXT or read online from Scribd .. -
Papert's Microworld and Geogebra: a Proposal to Improve Teaching Of
Creative Education, 2019, 10, 1525-1538 http://www.scirp.org/journal/ce ISSN Online: 2151-4771 ISSN Print: 2151-4755 Papert’s Microworld and Geogebra: A Proposal to Improve Teaching of Functions Carlos Vitor De Alencar Carvalho1,4, Lícia Giesta Ferreira De Medeiros2, Antonio Paulo Muccillo De Medeiros3, Ricardo Marinho Santos4 1State University Center of Western, Rio de Janeiro, RJ, Brazil 2CEFET/RJ, Valença, RJ, Brazil 3Rio de Janeiro Federal Institute (IFRJ), Pinheiral, RJ, Brazil 4Vassouras University, Vassouras, RJ, Brazil How to cite this paper: De Alencar Car- Abstract valho, C. V., De Medeiros, L. G. F., De Me- deiros, A. P. M., & Santos, R. M. (2019). This paper discusses how to improve teaching of Mathematics in Brazilian Papert’s Microworld and Geogebra: A Pro- schools, based on Seymour Papert’s Constructionism associated with Infor- posal to Improve Teaching of Functions. mation Technology tools. Specifically, this work introduces the construction- Creative Education, 10, 1525-1538. https://doi.org/10.4236/ce.2019.107111 ist microworld, a digital environment where students are able to build their knowledge interactively, in this case, using dynamic mathematics software Received: June 6, 2019 GeoGebra. Accepted: July 14, 2019 Published: July 17, 2019 Keywords Copyright © 2019 by author(s) and Microworld, GeoGebra, Seymour Papert, Information Technologies in Scientific Research Publishing Inc. Education This work is licensed under the Creative Commons Attribution International License (CC BY 4.0). http://creativecommons.org/licenses/by/4.0/ Open Access 1. Introduction This research’s main goal is to present a proposal to help Brazilian teachers im- prove their educational practices.