Programming Environments for Novices
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Early History of Smalltalk
The Early History of Smalltalk http://www.accesscom.com/~darius/EarlyHistoryS... The Early History of Smalltalk Alan C. Kay Apple Computer [email protected]# Permission to copy without fee all or part of this material is granted provided that the copies are not made or distributed for direct commercial advantage, the ACM copyright notice and the title of the publication and its date appear, and notice is given that copying is by permission of the Association for Computing Machinery. To copy otherwise, or to republish, requires a fee and/or specific permission. HOPL-II/4/93/MA, USA © 1993 ACM 0-89791-571-2/93/0004/0069...$1.50 Abstract Most ideas come from previous ideas. The sixties, particularly in the ARPA community, gave rise to a host of notions about "human-computer symbiosis" through interactive time-shared computers, graphics screens and pointing devices. Advanced computer languages were invented to simulate complex systems such as oil refineries and semi-intelligent behavior. The soon-to- follow paradigm shift of modern personal computing, overlapping window interfaces, and object-oriented design came from seeing the work of the sixties as something more than a "better old thing." This is, more than a better way: to do mainframe computing; for end-users to invoke functionality; to make data structures more abstract. Instead the promise of exponential growth in computing/$/volume demanded that the sixties be regarded as "almost a new thing" and to find out what the actual "new things" might be. For example, one would compute with a handheld "Dynabook" in a way that would not be possible on a shared mainframe; millions of potential users meant that the user interface would have to become a learning environment along the lines of Montessori and Bruner; and needs for large scope, reduction in complexity, and end-user literacy would require that data and control structures be done away with in favor of a more biological scheme of protected universal cells interacting only through messages that could mimic any desired behavior. -
Learning with Squeak Etoys
Learning with Squeak Etoys Cathleen Galas, Rita Freudenberg VPRI Research Note RN-2010-002 Viewpoints Research Institute, 1025 Westwood Blvd 2nd flr, Los Angeles, CA 90024 t: (310) 208-0524 Constructionism 2010, Paris Learning with Squeak Etoys Cathleen Galas, [email protected] Squeakland Foundation, Galas Consulting Rita Freudenberg, [email protected] Dept of Computer Science, Otto-von-Guericke-University Magdeburg, Squeakland Foundation Abstract This paper serves as introduction and overview of Squeak Etoys, an engaging computer media- authoring environment, and describes how it aids in the constructionist approach to learning, thinking, and education. Etoys development was inspired by LOGO, the constructionist ideas of Seymour Papert, and Piaget, Bruner, and Montessori. It was developed to help student exploration and discovery in learning and thinking deeply about powerful ideas in math and science. The design of Etoys includes a powerful user interface that will run on all platforms and allow users to author in multiple dimensions. Etoys is an object-oriented system that is built in Squeak, an open-source implementation of Smalltalk. The learning environment is an open world, a sandbox, ready for the creative visions of the user, and undisturbed by buttons and toolbars. Resources are readily available, a click away, stored in flaps, hidden windows that open to many new possibilities. Beginning activities involve creating and scripting objects, building collaboration between objects, and building, exploring, and sharing -
S.No. Name of Article Page No. Details of Author(S)
S.NO. NAME OF PAGE DETAILS OF AUTHOR(S) ARTICLE NO. 1. SOCIAL MEDIA, USE, Page 03- Mr. Alfredo M. Ronchi MISUSE, ABUSE, Page 24 General Secretary of the European REGULATION AND Commission-MEDICI Framework THE WAY FORWARD Piazza Leonarda da Vinci, 32, 20133, Milan, Italy 00390223991 [email protected] 2 SOCIAL MEDIA, USE, MISUSE, ABUSE, REGULATION AND THE WAY FORWARD • Abstract As a side effect of globalisation and massive cyber services the number of crimes both perpetrated at local and global level is growing up. Governments and Law Enforcement Agencies are aware of this and look for potential countermeasures not only following traditional solutions. Technological countermeasures are not enough there is a need to foster the Culture of Cyber Security. This paper will start setting the scene and describing the evolutionary path followed by cyber technology. The issue of privacy tightly connected with information and data ownership will open a more general discussion about risks and threats connected with the increasing use of cyber technologies. Cybersecurity and the need to foster a “Culture of cybersecurity” will take us to the latest part of the document devoted to the social and economic impact of “cyber”. Economic and social impacts of cyber technology are considered as well. Keywords: Data Ownership, Privacy, Ethics, Cybersecurity, Culture of cybersecurity • Setting The Scene We are witnessing relevant changes due to both technological enhancements and modification of user requirements/expectations. In recent times the digital domain, once strictly populated by professional users and computer scientists, has opened up to former digitally divided. Technology is evolving toward a mature “calm” [4 - Weiser 1991] phase, “users” are overlapping more and more with “citizens” [5 - Council of Europe 2001] and they consider technology and e-Services [6 – Ronchi 2019] as an everyday commodity, to buy a ticket, to meet a medical doctor, to access the weather forecast. -
Pen Computing History
TheThe PastPast andand FutureFuture ofof PenPen ComputingComputing Conrad H. Blickenstorfer, Editor-in-Chief Pen Computing Magazine [email protected] http://www.pencomputing.com ToTo buildbuild thethe future,future, wewe mustmust learnlearn fromfrom thethe pastpast HistoryHistory ofof penpen computingcomputing 1914: Goldberg gets US patent for recognition of handwritten numbers to control machines 1938: Hansel gets US patent for machine recognition of handwriting 1956: RAND Corporation develops digitizing tablet for handwriting recognition 1957-62: Handwriting recognition projects with accuracies of 97-99% 1963: Bell Labs develops cursive recognizer 1966: RAND creates GRAIL, similar to Graffiti Pioneer:Pioneer: AlanAlan KayKay Utah State University Stanford University Xerox PARC: GUI, SmallTalk, OOL Apple Computer Research Fellow Disney Envisioned Dynabook in 1968: The Dynabook will be a “dynamic medium for creative thought, capable of synthesizing all media – pictures, animation, sound, and text – through the intimacy and responsiveness of the personal computer.” HistoryHistory ofof penpen computingcomputing 1970s: Commercial products, including kana/romanji billing machine 1980s: Handwriting recognition companies – Nestor – Communication Intelligence Corporation – Lexicus – Several others Pioneers:Pioneers: AppleApple 1987 Apple prototype – Speech recognition – Intelligent agents – Camera – Folding display – Video conferencing – Wireless communication – Personal Information Manager ““KnowledgeKnowledge NavigatorNavigator”” -
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. -
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. -
Dynamic Object-Oriented Programming with Smalltalk
Dynamic Object-Oriented Programming with Smalltalk 1. Introduction Prof. O. Nierstrasz Autumn Semester 2009 LECTURE TITLE What is surprising about Smalltalk > Everything is an object > Everything happens by sending messages > All the source code is there all the time > You can't lose code > You can change everything > You can change things without restarting the system > The Debugger is your Friend © Oscar Nierstrasz 2 ST — Introduction Why Smalltalk? > Pure object-oriented language and environment — “Everything is an object” > Origin of many innovations in OO development — RDD, IDE, MVC, XUnit … > Improves on many of its successors — Fully interactive and dynamic © Oscar Nierstrasz 1.3 ST — Introduction What is Smalltalk? > Pure OO language — Single inheritance — Dynamically typed > Language and environment — Guiding principle: “Everything is an Object” — Class browser, debugger, inspector, … — Mature class library and tools > Virtual machine — Objects exist in a persistent image [+ changes] — Incremental compilation © Oscar Nierstrasz 1.4 ST — Introduction Smalltalk vs. C++ vs. Java Smalltalk C++ Java Object model Pure Hybrid Hybrid Garbage collection Automatic Manual Automatic Inheritance Single Multiple Single Types Dynamic Static Static Reflection Fully reflective Introspection Introspection Semaphores, Some libraries Monitors Concurrency Monitors Categories, Namespaces Packages Modules namespaces © Oscar Nierstrasz 1.5 ST — Introduction Smalltalk: a State of Mind > Small and uniform language — Syntax fits on one sheet of paper > -
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. -
Fostering the Culture of Cyber Security
IST -Africa 2019 Conference Proceedings Paul Cunningham and Miriam Cunningham (Eds) IIMC International Information Management Corporation, 2019 ISBN: 978-1-905824-62-5 Fostering the Culture of Cyber Security Alfredo M. RONCHI Politecnico di Milano, Piazza Leonardo da Vinci 32, Milano, 20133, Italy Tel: +39 02 2399 6040, Mob: +39 393 0629373, Email: [email protected] Abstract: As a side effect of globalisation and massive cyber services the number of crimes both perpetrated at local and global level is growing up. Governments and Law Enforcement Agencies are aware of this and look for potential countermeasures not only following traditional solutions. Technological countermeasures are not enough there is a need to foster the Culture of Cyber Security. The present paper introduces an innovative Cyber Range to be integrated in the foreseen European Cyber Range Network. The proposed solution provides tools to test the resilience of networks and systems by exposing them to realistic nation-state cyber threats in a secure facility with the latest tools, techniques and malware, this facilitate the testing of critical technologies with enhanced agility, flexibility and scalability, it helps to strengthen the stability, security and performance of cyberinfrastructures and IT systems used by government and private organisations. The document describes a platform devoted to easily create virtual environments devoted to cyberwarfare training and cybertechnology development. The solution is in line with typical simulator’s features will be fed by real case study and will create a knowledge base of cyber treats and related extended effects and mitigation /counteractions. A specific features is the identification of the zero-day vulnerabilities in order to reduce or eliminate the Window of Vulnerability (WoV) and identify main attack vectors.Main outcomes are: improved situational awareness of cyber warfare scenarios, rapid identification of zero-day vulnerabilities, environment for the development of countermeasures, training environment for practitioners. -
Smalltalk Reading List
Smalltalkreading list Smalltalk introduced the world to Object Much of the genesis of Smalltalk is explained Smalltalk was created over the course of a For the history in Silicon Valley leading up to Oriented programming, a way of representing in Alan Kay’s Personal Computer for Children decade starting in 1970 at Xerox’s Palo Alto the inspiration and creation of Smalltalk, see software as a network of interconnected and of All Ages wherein he describes the Research Center (better known as Xerox PARC) John Markoff’s What the Dormouse Said. intercommunicating little computers. It has Dynabook computer. The Dynabook was to be by the company’s Learning Research Group. influenced nearly every programming a personal dynamic computer, with a flat language since, including Objective C, Java, screen and a keyboard (today’s iPads bear a When people think about Smalltalk as a and Swift. striking resemblance). professional programming language it’s almost always Smalltalk-80 (released in This reading list contains books, essays, and The Dynabook’s system software was 1980) they’re thinking about, but in fact videos detailing the time and place from intended to be built and modified by anyone, Smalltalk had dozens of versions and which Smalltalk emerged, the mindsets and for books and music, but more importantly for revisions in the preceding decade. visions of its creators, and the influences understanding complex systems. Smalltalk has had on computer systems and Smalltalk was originally intended as a their programming languages. The Smalltalk software and hardware that medium of expression, and not as a For the history of Xerox PARC in the decade came out of Xerox PARC were in direct pursuit professional developer tool until much later. -
Electronic Books: an Overview of the First Two Generations
East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 12-2001 Electronic Books: An Overview of the First Two Generations. Todd O. Doman East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Reading and Language Commons Recommended Citation Doman, Todd O., "Electronic Books: An Overview of the First Two Generations." (2001). Electronic Theses and Dissertations. Paper 108. https://dc.etsu.edu/etd/108 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. E-Books: The First Two Generations A thesis presented to the faculty of the Department of English East Tennessee State University In partial fulfillment of the requirements for the degree Master of Arts in English by Todd Doman December 2001 Dr. Jeff Powers-Beck, Chair Dr. Kevin O’Donnell Dr. Darryl Haley Keywords: Electronic text, E-book, Reader ABSTRACT Electronic Books: An Overview of the First Two Generations by Todd Doman The electronic text reading device, or e-book, is an idea that has reached the implementation stage. Technology has only recently made possible the production of a device to challenge the printed book’s dominance as the media for information transmission. These microprocessor-based devices are attempts to exceed the limitations of printed texts while retaining their strengths. -
A Personal Computer for Children of All Cultures
A PERSONAL COMPUTER FOR CHILDREN OF ALL CULTURES Ramsey Nasser, digital artist At the time of this writing, the front page of laptop.org is a carousel of beautiful images: children the world over happily toting the colorful OLPC XO laptop. Its moving photos tell the story of the rugged, aff ordable green-and-white computer produced by the One Laptop Per Child project, and the impact it is having on the developing world. Featured are a classroom in Afghanistan, a stairway outside of a home in Nepal, a street in Palestine, and many more such scenes, full of smiling children excitedly using their machines. Despite the name, OLPC’s stated mission is not explicitly to distribute laptops to every child on earth, but rather to “empower the world’s poorest children through education.” The laptops are a means to this higher, humanitarian end rather than an end in and of themselves. This is by no means new or unique. The vision of the computer as an educational dynamo dates back at least to Seymour Papert’s work on Logo at MIT in the late 60s and Alan Kay’s work that followed closely aft er that. By 1972, Kay would produce his seminal paper A Personal Computer for Children of All Ages, which described the then- and still- hypothetical Dynabook computer. While mostly famous for inspiring the form factors of modern laptops and tablets, the paper is also significant in that it explicitly frames the Dynabook and computer programming as tools for “learning by making”. The first speculative story Kay includes involves youngsters Beth and Jimmy learning about gravitational physics by playing and reprogramming a video game.