Programming microworld: Difference between revisions
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Revision as of 17:51, 10 January 2014
Definition
- A programming microworld is a microworld for learning how to program. Although one may argue that any programming environment can be used for this we restrict this definition to environments specficially made for education. Usually (but not always) for children.
- Microworld programming is a kind of end-user programming.
The relation to learning theory and educational reform
See for the moment: Constructionism, discovery learning, microworld
Environments
- For children
- Logo - the orginal (Papert)
- Boxer - inspired by Logo (DiSessa)
- ToonTalk - includes animated characters
- LEGO Mindstorms - allows to program LEGO bricks
- Languages built on top of Squeak like Etoy or Scratch
- daedalus
- Scratch
- Tynker
- For older people
- Alice - 3D programming language and environment(CMU). A more recent project. Java-like language.
- MOO and other text-based virtual environments MUDs (while learning how to program is not their purpose, it has been observed that they can fulfill this function). Popular in the early nineties.
- Various Robot scripting languages (needs addition), e.g.:
- Alice - an 3D programming environment to teach computer programming.
- Games scripting languages are increasingly popular. See Computer games.
- Simple "extensions" of "real environments"
- Doblo factory
- Office tools...
Links
- Teaching Kids to Code (Edsurge, April 2013)
- LCSI sells "Microworlds" (a popular modern Logo dialect)
- Related issues
- Annotated bibliography on the psychology of programming by Tim Mattson. “This bibliography holds references that pertain to the psychology of programming. Since the topic is closely related, a number of these references also refer to the psychological issues associated with program comprehension. To this end, I used (and freely borrowed from) the program comprehension bibliography.”, retrieved feb 2011.
References
(more needed)
- Bergin, J., Stehlik, M., Roberts, J., Pattis, R. (1997) Karel++, A Gentle Introduction to the Art of Object-Oriented Programming, John Wiley and Sons, Inc, New York, HTML.
- Papert, S. (1980), Mindstorm: Children, Computers and Powerful Ideas, New York: Basic Books.
- http://www.jucs.org/jucs_1_6/microworlds_for_teaching_concepts (Access restricted)
- http://tecfa.unige.ch/guides/methodo/edu-tech/thesis-examples/design-microworlds/Heeb_Roboworld.pdf