Programming microworld
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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 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
- For older people
- 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)
- 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.
Links
- LCSI sells "Microworlds" (a popular modern Logo dialect)
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