Creating a program that performs even a simple task and shows the result is unapproachable to most people, and even trained programmers face a burden to create a new program. In this paper, we introduce a prototype sy...
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ISBN:
(纸本)9781450396561
Creating a program that performs even a simple task and shows the result is unapproachable to most people, and even trained programmers face a burden to create a new program. In this paper, we introduce a prototype system and model for live visual dataflow programming where intermediate steps are visible and all components are tangible and manifest. Our system aims to allow a user to dive in and immediately have a working program that can be incrementally extended.
Smart contracts, underpinned by blockchain technology, are crucial for data modification and querying in decentralized systems. Despite their potential, mainstream adoption has been limited by the complexity of progra...
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Smart contracts, underpinned by blockchain technology, are crucial for data modification and querying in decentralized systems. Despite their potential, mainstream adoption has been limited by the complexity of programming and lack of beginner-friendly tools. To address this, we developed SmaCly, a block-based web environment that simplifies smart contract creation through visual programming and automatic Solidity code generation. This paper discusses the initial application of SmaCly in a postgraduate course, highlighting its positive impact on learning outcomes. Findings show that SmaCly's intuitive interface and structural templates reduce coding errors and enhance understanding of Solidity. Qualitative feedback confirms that the tool aids novice developers in mastering complex concepts and provides valuable insights for future improvements, demonstrating the effectiveness of visual programming environments in education.
Empirical research suggests that programming language syntax is a common impediment for beginners, a concern that is mitigated to a varying degree by visual programming. In this paper, we introduce a novel visual prog...
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ISBN:
(纸本)9781665445924
Empirical research suggests that programming language syntax is a common impediment for beginners, a concern that is mitigated to a varying degree by visual programming. In this paper, we introduce a novel visual programming language that is founded on program synthesis and the programming-by-demonstration paradigm. By using an intuitive visual syntax, we show how we can meet our primary goal of providing support to computer programming novices in exploring foundational programming concepts. We present the language's current and planned use in computer science education, provide preliminary evidence for its effectiveness, and discuss its future possibilities.
The boring teaching process of programming courses is an important reason for students' lack of motivation and low participation in learning programming. By analyzing the current teaching status of Python language...
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The boring teaching process of programming courses is an important reason for students' lack of motivation and low participation in learning programming. By analyzing the current teaching status of Python language courses, this paper proposes to design a series of gamified cases in the visual App Inventor programming environment to learn the syntax and structured program design of Python language. The study aims to improve students' motivation and subjective initiative in learning programming courses through visual educational games, to provide a practical new idea to motivate novice engineering students to learn programming.
Previous research on the effects of live program composition in computer science education has shown mixed results;while live programming is well-received by students and can improve the program composition process in...
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ISBN:
(纸本)9798400706004
Previous research on the effects of live program composition in computer science education has shown mixed results;while live programming is well-received by students and can improve the program composition process in some contexts, the resulting programs may be hard to understand, potentially making the paradigm unfeasible for collaborative and general-purpose programming. In this paper, we explore to what extent programs created in Algot, a live programming language, can be understood by tertiary-level students. We conducted an experimental, within-subjects study (n = 41) measuring how well students at this level could comprehend programs composed in Algot and Python. We asked our participants to explain the programs and answer questions on them related to tracing, reverse tracing, conceptual extrapolations, and (optionally) time complexity. Despite the participants' lack of familiarity with Algot, students performed better after viewing most programs in Algot than Python, but primarily for problems involving trees and matrices. Our results contribute to the body of research on live programming in computer science (CS) education and complement recent research on the benefits of Algot for program composition, suggesting that Algot can be useful as a more general learning resource in CS tertiary education.
Middle school students often avoid programming endeavors, thinking they are boring and non-productive. We have been successful engaging and maintaining interest in programming through the use of App Inventor 2 and a c...
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ISBN:
(纸本)9781467383684
Middle school students often avoid programming endeavors, thinking they are boring and non-productive. We have been successful engaging and maintaining interest in programming through the use of App Inventor 2 and a curriculum of our design. This paper details the features in App Inventor 2's visual programming environment that we believe are significant contributors for engaging students and facilitating their understanding of abstract concepts.
In this paper we present the results from a study in which participants (n=26, aged 6-9) were exposed to two different ER systems, one based on tangible tile-based programming and one on visual block-programming. Duri...
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ISBN:
(纸本)9781450382908
In this paper we present the results from a study in which participants (n=26, aged 6-9) were exposed to two different ER systems, one based on tangible tile-based programming and one on visual block-programming. During the transition from the first to the second system, mediated transfer of knowledge regarding computational concepts, were observed. Furthermore, the participants CT skills were likewise observed to improve throughout the study, across both ER systems.
visual programming course is a program design course,contains many computational *** out main computing thinking involves in the course,and improve the corresponding teaching methods,in order to change the implicit an...
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visual programming course is a program design course,contains many computational *** out main computing thinking involves in the course,and improve the corresponding teaching methods,in order to change the implicit and unconscious computational thinking training to explicit and purpose,so as to improve the computational thinking consciousness and literacy of students.
The Insight Segmentation and Registration Toolkit (ITK) is a software library used for image analysis, visualization, and image-guided surgery applications. ITK is a collection of C++ classes that poses the challenge ...
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The Insight Segmentation and Registration Toolkit (ITK) is a software library used for image analysis, visualization, and image-guided surgery applications. ITK is a collection of C++ classes that poses the challenge of a steep learning curve should the user not have appropriate C++ programming experience. To remove the programming complexities and facilitate rapid prototyping, an implementation of ITK within a higher-level visual programming environment is presented: SimITK. ITK functionalities are automatically wrapped into "blocks" within Simulink, the visual programming environment of MATLAB, where these blocks can be connected to form workflows: visual schematics that closely represent the structure of a C++ program. The heavily templated C++ nature of ITK does not facilitate direct interaction between Simulink and ITK;an intermediary is required to convert respective data types and allow intercommunication. As such, a SimITK "Virtual Block" has been developed that serves as a wrapper around an ITK class which is capable of resolving the ITK data types to native Simulink data types. Part of the challenge surrounding this implementation involves automatically capturing and storing the pertinent class information that need to be refined from an initial state prior to being reflected within the final block representation. The primary result from the SimITK wrapping procedure is multiple Simulink block libraries. From these libraries, blocks are selected and interconnected to demonstrate two examples: a 3D segmentation workflow and a 3D multimodal registration workflow. Compared to their pure-code equivalents, the workflows highlight ITK usability through an alternative visual interpretation of the code that abstracts away potentially confusing technicalities.
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