Intuitive Modelle Der Informatik

Total Page:16

File Type:pdf, Size:1020Kb

Intuitive Modelle Der Informatik Institut für Informatik Didaktik der Informatik Intuitive Modelle der Informatik Dissertation zur Erlangung des akademischen Grades "doctor rerum naturalium" (Dr. rer. nat.) in der Wissenschaftsdisziplin "Didaktik der Informatik" eingereicht am 1. März 2007 an der Mathematisch-Naturwissenschaftlichen Fakultät der Universität Potsdam von Dipl.-Inform. Michael Weigend Potsdam, den 1. März 2007 1 1. Gutachter: Prof. Dr. Andreas Schwill, Universität Potsdam 2. Gutachter: Prof. Dr. Carsten Schulte, Freie Universität Berlin 3. Gutachter: Prof. Dr. Werner Hartmann, Pädagogische Hochschule Bern Disputation am 26.11.2007 2 Abstract (deutsch) Intuitive Modelle der Informatik sind holistische gedankliche Vorstellungen über informatische Konzepte, die mit subjektiver Gewissheit verbunden sind. Menschen verwenden sie, wenn sie die Ar- beitsweise von Computerprogrammen nachvollziehen oder anderen erklären, die logische Korrektheit eines Programms prüfen oder in einem kreativen Prozess selbst Programme entwickeln. Intuitive Modelle können auf verschiedene Weise repräsentiert und kommuniziert werden, etwa verbal-abstrakt, durch ablauf- oder strukturorientierte Abbildungen und Filme oder konkrete Beispiele. Diskutiert werden in dieser Arbeit grundlegende intuitive Modelle für folgende inhaltliche Aspekte einer Programmausführung: Allokation von Aktivität bei einer Programmausführung, Benennung von Entitäten, Daten, Funktionen, Verarbeitung, Kontrollstrukturen zur Steuerung von Programmläufen, Rekursion, Klassen und Objekte. Mit Hilfe eines Systems von Online-Spielen, der Python Visual Sandbox, wird die psychische Realität verschiedener intuitiver Modelle bei Programmieranfängern nachgewiesen und fehlerhafte Anwendungen (Fehlvorstellungen) identifiziert. Schlagworte Analogie, Bildung, Didaktik, erklären, Fehlvorstellung, Informatik, Intuition, mentales Modell, Metapher, Problem lösen, programmieren, verstehen, visualisieren, Python Visual Sandbox. Abstract (English) Intuitive models in computer science are Gestalt-like mental concepts about information process- ing, which are accompanied by subjective confidence. People use them, when they try to understand the semantics of a computer programme, explain an algorithmic idea to someone else, check the logi- cal correctness of existing code or create computer programmes. Intuitive models can be represented and communicated in different ways using static pictures, animated movies, concrete examples or verbal language. In this paper basic intuitions concerning the following issues are discussed: allocation of activity within a running programme, assignment of names to entities, data, functions, processing concepts, control of programme execution, recursion, classes and objects. By observing activities with a set of specially designed online games (the Python Visual Sandbox), evidence has been collected to proof the psychological existence of certain intuitive models among high school students and identify inappropriate applications (misconceptions). Keywords Analogy, computer science, didactics, education, explaining, intuition, mental model, metaphor, misconception, problem solving, programming, understanding, visualization, Python Visual Sandbox. 3 Danksagung An erster Stelle gilt mein Dank Prof. Dr. Andreas Schwill (Universität Potsdam) für die vielen Er- munterungen, Anregungen und wissenschaftlichen Stellungnahmen zu meiner Arbeit. Meine Vorträge in Potsdam in den letzten drei Jahren waren immer eine Quelle für Motivation, Inspiration und Er- kenntnisgewinn, nicht zuletzt auf Grund scharfsinniger Anmerkungen von Ralf Romeike und anderen Mitarbeitern und Gästen des Instituts für Didaktik der Informatik. Die empirischen Erhebungen wären nicht möglich gewesen ohne die Kooperation der vielen Lehre- rinnen und Lehrern, Schülerinnen und Schülern, Studentinnen und Studenten, die an Visualisierungs- übungen und Workshops mit der Python Visual Sandbox teilgenommen haben und mir hoffentlich verzeihen, dass ich an dieser Stelle nur ihre Schulen bzw. Universitäten erwähnen kann: Arlington County School (Arlington, Virginia, USA), Rudolf-Diesel-Gymnasium (Augsburg), Ernst-Abbe- Gymnasium (Eisenach), Kopernikus-Gymnasium (Wissen), Gustav-Heinemann-Oberschule (Berlin), Humboldt-Gymnasium (Berlin), International American Highschool (Hongkong), International Ger- man and Swiss Highschool (Hongkong), Holzkamp-Gesamtschule (Witten), Klara-Schumann- Gymnasium (Bonn), Westfälische Wilhelms-Universität Münster, FernUniversität Hagen. Dank auch an Prof. Dr. Ming Ming Chiu und Prof. Dr. Fong Lok Lee (Chinese University of Hong Kong) für die anregenden Korrespondenzen und persönlichen Gespräche über Metaphern und E- Learning. Verbunden fühle ich mich der Python Community – insbesondere Jeff Elkner – für die Dis- kussion der Python Visual Sandbox auf der PyCon 2005 in Washington D. C. Nicht unerwähnt bleiben soll Hendrik Büdding (Universität Münster), der sich die Arbeit gemacht hat, das Manuskript kritisch durchzusehen. 4 Inhaltsverzeichnis Einleitung 12 1 Intuitive Modelle und informatisches Wissen 14 1.1 Intuition als Wissen 14 1.2 Intuition als prozedurales Wissen 14 1.3 Intuitive Modelle als bedeutungsbezogenes deklaratives Wissen 15 1.3.1 Begriffe – Identifikation von Objekten 15 1.3.2 Schemata – Speichern struktureller Merkmale 15 1.3.3 Mentale Modelle 16 1.4 Merkmale intuitiver Modelle 16 1.5 Phänomenologische Primitive 18 1.6 Intuitive Modelle und Fehlvorstellungen 18 2 Repräsentation intuitiver Modelle 20 2.1 Duale Kodierung von Wissen 20 2.2 Vielfalt und Flüchtigkeit 21 2.3 Repräsentation und Metaphorisierung 21 2.3.1 Uneigentliche Redeweise in der Informatik 21 2.3.2 Metaphern und analoges Denken 22 2.3.3 Metaphern als Bilder für intuitive Modelle 23 2.4 Beispiele als Repräsentationen intuitiver Modelle 25 2.4.1 Prinzipien der Beispielbildung 25 2.4.2 Prototypische Beispiele 26 2.4.3 Repräsentation durch eine Beispielkollektion 26 2.4.4 Beispiel-basiertes Problemlösen 27 2.5 Strukturorientierte und ablauforientierte Repräsentationen 27 2.6 Modellrepräsentationen im Unterricht 28 3 Verwendung intuitiver Modelle 29 3.1 Verstehen 29 3.1.1 Verstehen aus Sicht der Hermeneutik 30 3.1.2 Verstehen durch intuitive Modelle 30 3.2 Erklären 31 3.2.1 Fokussierung 31 3.2.2 Mehrperspektivität: Viele Modelle für eine Sache 33 3.3 Problemlösen 33 3.3.1 Antizipatorische Intuitionen 33 3.3.2 Ansatz und Verfeinerung 34 3.3.3 Paradigmatische Modelle und Software-Entwicklung 35 3.3.4 Entwurfsmuster (Design Patterns) 36 3.3.5 Use Cases – intuitive Modelle für Funktionalität 36 3.3.6 Intuitive Modelle im agilen Programmieren – The Planning Game 37 3.4 Kontrollmodelle 37 3.4.1 Zusicherungen 38 4 Empirische Erforschung intuitiver Modelle 40 4.1 Forschungsansätze und methodische Probleme 40 4.2 Visualisierungsübungen 40 4.3 Die Python Visual Sandbox 41 5 4.3.1 Die PVS als Spiel 41 4.3.2 Lernen mit der PVS 42 4.3.3 Überblick über den technischen Aufbau der Python Visual Sandbox 42 4.4 Python Visual 43 4.5 Python Puzzle 44 4.5.1 Dokumentation einer Session 46 4.5.2 Auswertung der Python Puzzle Sessions 46 4.5.3 Verwendung von Tipps 47 4.6 Python Puzzle assert 48 4.7 Python Quiz 48 4.7.1 Bewertung der Antworten 49 4.7.2 Dokumentation einer Session 49 4.7.3 Schlussfolgerungen zur Intuitivität von Modellen 50 4.8 Workshops mit der PVS 50 4.9 Systematisierung intuitiver Modelle der Informatik 51 5 Akteurmodelle 52 5.1 Daten als Akteure – Datenflüsse 52 5.2 Namen als Akteure 53 5.3 Funktionen 53 5.4 Allmächtige Steuerungsentität – monoaktive Systeme 53 5.5 Objekte 54 6 Benennung von Entitäten 55 6.1 Behältermodell und Referenzierungsmodell 55 6.2 Erscheinungsmodelle 56 6.3 Wem gehört ein Name? Zeiger versus Etiketten 58 6.4 Vermischung von Namensmodellen 59 6.5 Namen als Bezeichnungen für Rollenträger 60 6.6 Implizite Namen 60 6.7 Indirekte Namen 62 6.7.1 Funktionsaufrufe und mathematische Terme 62 6.7.2 Benennung durch Literale 63 6.8 Assoziationen 63 6.9 Benennung als Unterordnung 64 7 Daten 66 7.1 Ansicht versus Literal 66 7.2 Verwechseln von Wert (Datum) und Literal 66 7.3 Figürliche Ansichten 66 7.4 Nichts 67 7.5 Platzhalter für variable Teile in Dokumenten 68 7.6 Daten als Entitäten oder Zustände von Objekten 69 8 Funktionen 71 8.1 Funktion als Box mit Ein- und Ausgang für Daten 72 8.2 Dateneingabe über „Sensoren“ 73 6 8.3 Übergabe von Referenzen bei der Eingabe 74 8.4 Ursprung der Eingabespezifikation 74 8.5 Vergleich von Eingabemechanismen 74 8.6 Übergabe von Referenzen bei der Ausgabe 76 8.7 Ausgabe als Signal 78 8.8 Durchlässigkeit der Systemgrenze 79 8.8.1 Geschlossene Box 79 8.8.2 Box mit „Seitentür“ 79 8.8.3 Direkter Zugriff auf externe Objekte 79 8.8.4 Vergleich von offenen und geschlossenen Funktionsmodellen 80 8.9 Dynamische und statische Funktionsmodelle 81 8.10 Auslösemechanismen 83 9 Kontrolle – Steuerung 84 9.1 Handhabung von Kontrolle: Kontrollfluss und Kontrollübergabe 84 9.2 Anweisungssequenzen 84 9.3 Bedingte Anweisungen 85 9.3.1 Verzweigung des Kontrollflusses 85 9.3.2 Kontrolle von Datenflüssen – Datenweichen und Datensperren 86 9.3.3 Ereignismodell – Steuersignale 86 9.4 Iterationen – datengesteuerte Wiederholungen 86 9.5 Wiederholungen mit nicht antizipierbarem Ende 88 9.5.1 Kontrollierte Wiederholung einer holistischen Aktivität 89 9.5.2 Schleifen 90 9.6 Rekursion 90 9.6.1 Rekursion als Schleife 91 9.6.2 Rekursion als Selbstaufforderung 91 9.6.3 Fehlerhafte Verwendung des Modells der Selbstaufforderung 92 9.6.4 Delegationsmodell 93 9.6.5 Protokoll-Modelle für rekursive Algorithmen 93 9.6.6 Schema einer
Recommended publications
  • 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
    [Show full text]
  • 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.
    [Show full text]
  • Logo Tree Project
    LOGO TREE PROJECT Written by P. Boytchev e-mail: pavel2008-AT-elica-DOT-net Rev 1.82 July, 2011 We’d like to thank all the people all over the globe and all over the alphabet who helped us build the Logo Tree: A .........Daniel Ajoy, Eduardo de Antueno, Hal Abelson B .........Andrew Begel, Carl Bogardus, Dominique Bille, George Birbilis, Ian Bicking, Imre Bornemisza, Joshua Bell, Luis Belmonte, Vladimir Batagelj, Wayne Burnett C .........Charlie, David Costanzo, John St. Clair, Loïc Le Coq, Oliver Schmidt-Chevalier, Paul Cockshott D .........Andy Dent, Kent Paul Dolan, Marcelo Duschkin, Mike Doyle E..........G. A. Edgar, Mustafa Elsheikh, Randall Embry F..........Damien Ferey, G .........Bill Glass, Jim Goebel, H .........Brian Harvey, Jamie Hunter, Jim Howe, Markus Hunke, Rachel Hestilow I........... J..........Ken Johnson K .........Eric Klopfer, Leigh Klotz, Susumu Kanemune L..........Janny Looyenga, Jean-François Lucas, Lionel Laské, Timothy Lipetz M.........Andreas Micheler, Bakhtiar Mikhak, George Mills, Greg Michaelson, Lorenzo Masetti, Michael Malien, Sébastien Magdelyns, Silvano Malfatti N .........Chaker Nakhli ,Dani Novak, Takeshi Nishiki O ......... P..........Paliokas Ioannis, U. B. Pavanaja, Wendy Petti Q ......... R .........Clem Rutter, Emmanuel Roche S..........Bojidar Sendov, Brian Silverman, Cynthia Solomon, Daniel Sanderson, Gene Sullivan, T..........Austin Tate, Gary Teachout, Graham Toal, Marcin Truszel, Peter Tomcsanyi, Seth Tisue, Gene Thail U .........Peter Ulrich V .........Carlo Maria Vireca, Álvaro Valdes W.........Arnie Widdowson, Uri Wilensky X ......... Y .........Andy Yeh, Ben Yates Z.......... Introduction The main goal of the Logo Tree project is to build a genealogical tree of new and old Logo implementations. This tree is expected to clearly demonstrate the evolution, the diversity and the vitality of Logo as a programming language.
    [Show full text]
  • Computational Thinking, and 21St Century Learning
    MicroWorlds, Computational Thinking, and 21st Century Learning LCSI White Paper Author: Susan Einhorn © LCSI, 2012 MicroWorlds, Computational Thinking, and 21st Century Learning “Understanding procedures and processes is important in math. There’s a fantastic way to do that – it’s called programming.”(Conrad Wolfram: Teaching kids real math with computers, http://www.ted.com/talks/conrad_wolfram_teaching_kids_real_math_with_computers.ht ml) Human/computer Mutualism As we have changed technology, technology has also changed us – especially in how we think about thinking and seek new ways to solve the many questions and problems we face. Technology has radically enhanced communication and global collaboration and made it easier to carry out vast numbers of complex, yet routine calculations. It has, also, at a different level, and maybe even more importantly, provided us with a medium in which to develop new patterns of thinking. As scientists, whether in the arena of physical, health, or social sciences, are influenced by computer science, they have gained new perspectives on how to approach old and new problems and innovation in research design and interpretation. Computational Thinking – An Essential Skill for the 21st Century Computers have freed us from the onerous and sometimes impossible task of running long, complex calculations, the type often required in research, so that researchers now more easily can focus on the big ideas and patterns that emerge. In thinking as a computer scientist, researchers become aware of behaviors and reactions that can be captured in algorithms or can be analyzed within an algorithmic framework. Computational thinking now gives them a different framework for visualizing and analyzing – a whole new perspective.
    [Show full text]
  • EXPLORING COMPUTER SCIENCE with Lynx
    EXPLORING COMPUTER SCIENCE WITH Lynx Written by: Thomas Walsh Jr. PhD, Teacher / Author Right to Use Lynx To get full benefit from this e-book, the user should get a Lynx Annual Subscription either an Individual Plan or a School / Club Plan. There is a time-limited Free Trial for Lynx but this would require the User to cram all the lessons in a short time frame. This Free Trial also limits the number of projects a user can save. Before deciding what plan to choose, if any, a user can simply click on the Create a Lynx Project (red button on the home page of lynxcoding.club). This will allow the user to explore Lynx but saving is not possible since no user account will be registered. Important note for Canadians: The Government of Canada has purchased Subscriptions for Canadian residents therefore they have nothing to pay. © LCSI excluding those sections indicated as © Thomas Walsh Jr., 2020. All rights reserved. The document contained herein may not be reproduced or photocopied, stored in retrieval systems or transmitted, in any form or by any means, electronic, mechanical, recording or otherwise, without the prior approval of Logo Computer Systems Inc. Notwithstanding the foregoing, schools, libraries and individuals that have a valid license to use the Lynx coding app found at https://lynxcoding.club may copy and distribute, for use within the school, library or personal residence, all pages except pages 6 – 8 written by Seymour Papert. Lynx is a trademark and LCSI is a registered trademark of Logo Computer Systems Inc. © 2020 Thomas
    [Show full text]
  • 3-Fesakis-Adimitr-ETPE-2006.Pdf
    Fessakis G. & Dimitracopoulou, A (2006). Review of learning environments for programming In D. Psillos & V. Dagdidelis (Editors) 5th Hellenic Congress with International Participation: Information and Communication Technologies in Education. HICTE, Thessaloniki, Oct, 2006, pp. 67-74 Επισκόπηση των εκπαιδευτικών περιβαλλόντων προγραμματισμού ΗΥ. Γιώργος Φεσάκης 1 και Αγγελική Δημητρακοπούλου2 1 Διδάσκων ΠΔ407/80, ΤΕΠΑΕΣ, Παν/μιο Αιγαίου E-mail: [email protected] 2 Αναπληρώτρια Καθηγήτρια , ΤΕΠΑΕΣ, Παν/μιο Αιγαίου E-mail: [email protected] ΠΕΡΙΛΗΨΗ Για την εισαγωγή στον προγραμματισμό των ΗΥ συχνά χρησιμοποιούνται επαγγελματικά περιβάλλοντα ανάπτυξης εφαρμογών που δεν έχουν σχεδιαστεί για διδασκαλία ιδιαίτερα για νεαρές ηλικίες. Στην παρούσα εργασία γίνεται επισκόπηση περιβαλλόντων εκπαίδευσης στον προγραμματισμό ΗΥ και προτείνεται ένα σύστημα ταξινόμησης. Οι προτεινόμενες κατηγορίες προβάλλονται σε διάφορες διαστάσεις όπως τα υποδείγματα προγραμματισμού και οι ηλικιακές περίοδοι εφαρμογής. Στόχος της εργασίας είναι η υποστήριξη του διδακτικού σχεδιασμού για τον προγραμματισμό και τις διαθεματικές εφαρμογές του καθώς και η επικαιροποίηση του προσανατολισμού των σχετικών ερευνών. ΛΕΞΕΙΣ ΚΛΕΙΔΙΑ: Διδασκαλία προγραμματισμού ΗΥ, Εκπαιδευτικά περιβάλλοντα ΕΙΣΑΓΩΓΗ Ο προγραμματισμός Η/Υ δεν αποτελεί απλά μια ικανότητα μεγάλης οικονομικής σημασίας αλλά έχει και αυξημένο εκπαιδευτικό ενδιαφέρον. Ο προγραμματισμός Η/Υ θεωρείται δραστηριότητα με την οποία καλλιεργούνται ανώτερες μορφές σκέψης όπως η αναλυτική, η συνθετική, η αναγνώριση προτύπων, κ.α. Με τον προγραμματισμό είναι δυνατό να βελτιωθεί η ικανότητα επίλυσης προβλημάτων (Papert, 1991). Ο προγραμματισμός θεωρείται επίσης δεξιότητα κλειδί για την προσέγγιση και κατανόηση άλλων θεμάτων των ΤΠΕ. Ειδικά θέματα της διδακτικής του προγραμματισμού Η/Υ έχουν απασχολήσει Έλληνες και ξένους ερευνητές (Φεσάκης, Δημητρακοπούλου 2005). Ο επαγγελματικός προγραμματισμός των Η/Υ έχει εξελιχθεί με το πέρασμα του χρόνου και έχει πάρει διάφορες μορφές που καλούνται συχνά και υποδείγματα.
    [Show full text]
  • LCSI Computational Thinking Paper Oct13 2011
    MicroWorlds, Computational Thinking, and 21st Century Learning LCSI White Paper Author: Susan Einhorn © LCSI, 2011 st MicroWorlds, Computational Thinking, and 21 Century Learning “Understanding procedures and processes is important in math. There’s a fantastic way to do that – it’s called programming.”(Conrad Wolfram: Teaching kids real math with computers, http://www.ted.com/talks/conrad_wolfram_teaching_kids_real_math_with_computers.ht ml) Human/computer Mutualism As we have changed technology, technology has also changed us – especially in how we think about thinking and seek new ways to solve the many questions and problems we face. Technology has radically enhanced communication and global collaboration and made it easier to carry out vast numbers of complex, yet routine calculations. It has, also, at a different level, and maybe even more importantly, provided us with a medium in which to develop new patterns of thinking. As scientists, whether in the arena of physical, health, or social sciences, are influenced by computer science, they have gained new perspectives on how to approach old and new problems and innovation in research design and interpretation. Computational Thinking – An Essential Skill for the 21st Century Computers have freed us from the onerous and sometimes impossible task of running long, complex calculations, the type often required in research, so that researchers now more easily can focus on the big ideas and patterns that emerge. In thinking as a computer scientist, researchers become aware of behaviors and reactions that can be captured in algorithms or can be analyzed within an algorithmic framework. Computational thinking now gives them a different framework for visualizing and analyzing – a whole new perspective.
    [Show full text]
  • Microworld Product Review Assignment Connie Capaldo Product
    Microworld Product Review Assignment ISLT 9467 Technology to Enhance Learning, Spring, 2009 Connie Capaldo Product Information: MicroWorlds Jr. (demo version) . Ages: Pre-K to Grade 4 . Operating System: Win 98/ME/NT/2000/XP/Vista or Mac OSX 10.3.9 or higher . Source: Logo Computer Systems, Inc. ( LCSI) . P.O. Box 162, Highgate Springs, VT 05460 . http://www.microworlds.com . 1-800-321-5646 . Cost: Single User - $49, 6-user Lab Pack - $249, Site License - $699 Product Description: MicroWorlds Jr. is a Logo programming environment. It is a modern version of the Turtle Logo Language Seymour Papert and colleagues developed in 1967. The original Logo became commercially available in the 1980’s for use on the Apple and Apple IIe. Designed based on constructivist theory, MicroWorlds Jr. gives children opportunities to program simple animations while developing math, problem solving, and thinking skills. LCSI claims it “Puts your child in full control. No reading necessary.” Important Features and Functionality: 50-75words Important features include painting tools, stamp-able shapes, multiple pages, buttons, text, music and sound. These features are all accessed through an icon menu. The documentation that accompanies the software includes sample projects, activity starters and a resource book. Technical support is also available. The product functionality is intact. I did not encounter any issues or problems. Product Strengths from Teacher and Student Perspectives: MicroWorlds, Jr. has several major strengths. The first is that it gives children an avenue for creating and thinking using the computer. Users control the turtle and teach it to move, pivot, pause, etc. They can change the turtle to other available choices or even create their own character.
    [Show full text]
  • Diego Marczal Farma: Uma Ferramenta De Autoria Para Objetos De
    DIEGO MARCZAL FARMA: UMA FERRAMENTA DE AUTORIA PARA OBJETOS DE APRENDIZAGEM DE CONCEITOS MATEMÁTICOS Tese apresentada como requisito parcial à ob- tenção do grau de Doutor. Programa de Pós- Graduação em Informática, Setor de Ciências Exatas, Universidade Federal do Paraná. Orientador: Prof. Dr. Alexandre Ibraim Di- rene Coorientador: Prof. Dr. Andrey Ricardo Pi- mentel CURITIBA 2014 DIEGO MARCZAL FARMA: UMA FERRAMENTA DE AUTORIA PARA OBJETOS DE APRENDIZAGEM DE CONCEITOS MATEMÁTICOS Tese apresentada como requisito parcial à ob- tenção do grau de Doutor. Programa de Pós- Graduação em Informática, Setor de Ciências Exatas, Universidade Federal do Paraná. Orientador: Prof. Dr. Alexandre Ibraim Di- rene Coorientador: Prof. Dr. Andrey Ricardo Pi- mentel CURITIBA 2014 M322f Marczal, Diego FARMA : uma ferramenta de autoria para objetos de aprendizagem de conceitos metemáticos/ Diego Marczal. – Curitiba, 2014. 174f. : il. color. ; 30 cm. Tese - Universidade Federal do Paraná, Setor de Ciências Exatas, Programa de Pós-graduação em Informática, 2014. Orientador: Alexandre Ibraim Direna – Co-orientador: Andrey Ricardo Pimentel. Bibliografia: p. 118-127. 1. Aprendizagem - Tecnologia educacional. 2. Objetos de aprendizagem. 3. Aprendizagem - Teorias. 4. Sites da web - Programas de autoria. 5. Sistemas tutoriais inteligentes. I. Universidade Federal do Paraná. II.Direna, Alexandre Ibraim. III. Pimentel, Andrey Ricardo . IV. Título. CDD: 006.33 i AGRADECIMENTOS Em primeiro lugar à Deus, pelas lições e oportunidades, por dar mais motivos para agra- decer que para lamentar, por toda força concedida para a conclusão de mais uma etapa da minha vida e por guiar meus passos durante toda minha caminhada. Aos meus pais, Domingos e Danuta, pelo apoio, compreensão e incentivo, não só durante esse período de estudos, mas em todos os momentos importantes de minha vida.
    [Show full text]
  • Programming in Slovak Primary Schools (125-159)
    Olympiads in Informatics, 2016, Vol. 10, 125–159 125 © 2016 IOI, Vilnius University DOI: 10.15388/ioi.2016.09 Programming in Slovak Primary Schools Martina KABÁTOVÁ1, Ivan KALAŠ1,2, Monika TOMCSÁNYIOVÁ1 1Department of Informatics Education, Comenius University Mlynska dolina, 842 48 Bratislava, Slovak Republic 2UCL Knowledge Lab, Institute of Education 23-29 Emerald Street, WC1N 3QS London e-mail: [email protected], {kalas; tomcsanyiova}@fmph.uniba.sk Abstract. In our paper, we want to present the conception of elementary programming in primary Informatics education in Slovakia and the process of its integration into ordinary classrooms. First, we will familiarize the reader with the tradition of so called ‘Informatics education’ in Slovakia and with the various stages of the process of its integration. We will formulate the learn- ing objectives of the elementary informatics as a school subject in Slovakia (referring to Blaho and Salanci, 2011) and give reasons why we believe that it offers an important opportunity for developing informatics knowledge, computational thinking and problem solving skills. We will primarily focus on the presentation of our arguments why we consider programming (in the form rigorously respecting the age of the primary pupils) to be appropriate and productive constituent of learning already for this age group. Several recent research findings, presented by Ackermann (2012) and others support our position here. In the next chapter, we will present in detail the conception of elementary programming and how it is implemented in the continuing professional development (CPD) of primary teachers in Slovakia. We will examine which programming en- vironments are being used, what kind of pedagogies and which specific learning objectives our teachers apply.
    [Show full text]
  • Zerovnik Alenka Mag.Pdf
    UNIVERZA V LJUBLJANI FAKULTETA ZA RAČUNALNIŠTVO IN INFORMATIKO Alenka Žerovnik Celostni model računalniških predmetov s poudarkom na konstruktivizmu, projektnem in kolaborativnem delu MAGISTRSKA NALOGA Ljubljana, 2010 UNIVERZA V LJUBLJANI FAKULTETA ZA RAČUNALNIŠTVO IN INFORMATIKO Alenka Žerovnik Celostni model računalniških predmetov s poudarkom na konstruktivizmu, projektnem in kolaborativnem delu MAGISTRSKA NALOGA Mentor: dr. Jože Rugelj Ljubljana, 2010 ZAHVALA Zahvaljujem se mentorju prof. dr. Jožetu Ruglju in svojim sodelavcem za pomoč, nasvete in trud pri oblikovanju magistrske naloge. Zahvaljujem se svojim najbližjim, ki so mi stali ob strani in me vedno znova spodbujali ter mi dajali potrebno energijo za dokončanje naloge. HVALA! I Z J A V A O A V T O R S T V U magistrskega dela Spodaj podpisana Alenka Žerovnik, z vpisno številko 63040470, sem avtorica magistrskega dela z naslovom: Celostni model računalniških predmetov s poudarkom na konstruktivizmu, projektnem in kolaborativnem delu S svojim podpisom zagotavljam, da: • sem magistrsko delo izdelala samostojno pod vodstvom mentorja prof. dr. Jožeta Ruglja • so elektronska oblika magistrskega dela, naslova (slov., angl.), povzetka (slov., angl.) ter ključne besede (slov., angl.) identični s tiskano obliko magistrskega dela • in soglašam z javno objavo elektronske oblike magistrskega dela v zbirki »Dela FRI«. V Ljubljani, dne ____________________ Podpis avtorice: ________________________ TEMA MAGISTRSKE NALOGE POVZETEK Sodobne raziskave na področju poučevanja računalništva ter didaktike računalništva so temelj naših aktivnosti pri prenovi izvedbe računalniških predmetov na univerzitetnih študijskih programih , predvsem pri izvedbi laboratorijskih vaj. V nalogi prikazujemo razvoj celostnega modela računalniških predmetov s poudarkom na konstruktivizmu, projektnem in sodelovalnem delu, ki smo ga izpeljali na Pedagoški fakulteti Univerze v Ljubljani v študijskem letu 2008/09.
    [Show full text]
  • Logo Tree Rev 2.07 - January, 2016
    Logo Tree Rev 2.07 - January, 2016 No Name URL Years Version Status Platform Inspirer Authors 1. *Logo 1989-1994 1.1 Dead Connection Machine 2 MultiLogo(1) Mitchel Resnick (MIT Media Lab) 2. 11LOGO ftp://publications.ai.mit.edu/ai-publications/pdf/AIM-307a.pdf 1973-1974 Dead PDP-11 BBN Logo http://portal.acm.org/citation.cfm?id=382172.383022&dl=GUIDE&dl=AC Peter Ross, Ken Johnson (Edinburgh University, Research 3. 380z Logo M&idx=J692&part=periodical&WantType=periodical&title=ACM%20SIGS 1981 n/a Dead RML 380z Edinburgh Logo MALL%2FPC%20Notes Machines) 4. 3D Logo(1) http://apple2history.org/spotlight/mike-westerfield-the-byte-works 1993-1994 1.0.2 Dead Apple IIGS LSCI Apple II Logo Mike Westerfield (Byte Works) 5. 3D Logo(3) Peter Macleod 6. 3D-Logo(2) 1985 Dead PC-9801(MS-DOS ) http://portal.acm.org/citation.cfm?id=382172.383022&dl=GUIDE&dl=AC Peter Ross, Ken Johnson (Edinburgh University, Research 7. 480z Logo M&idx=J692&part=periodical&WantType=periodical&title=ACM%20SIGS 1982 n/a Dead RML 480z 380z Logo MALL%2FPC%20Notes Machines) 8. 5271Logo http://www.nostalgia8.nl/drlogo.htm 2005 n/a Frozen IBM 3270 PC(model 5271) Apricot F1 http://en.wikipedia.org/wiki/Acornsoft_Logo, Acorn BBC micro, Acorn 9. Acornsoft Logo 1983-1985 Dead MIT Apple Logo Acornsoft http://www.nostalgia8.nl/logo/docs/mudeel1.jpg Electron 10. ACSLogo http://www.alancsmith.co.uk/logo 1994-2009 1.4f Active OS X Amiga Logo 11. ACTI-LOGO http://roble.pntic.mec.es/-apantoja/familias.htm 1987 Dead MS-DOS LCSI Logo II (ACT Informatique, Idealogic) http://adalogo.cuong.net, http://w3studi.informatik.uni-stuttgart.de/- 2005-10-21 Hailang Thai, Minh Tran, Lesmana Zimmer (Stuttgart 12.
    [Show full text]