Alice: lessons learned from building a 3D system for novices
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Software Requirements for Project-Based Learning - CommSy as an Exemplary Approach
HICSS '02 Proceedings of the 35th Annual Hawaii International Conference on System Sciences (HICSS'02)-Volume 1 - Volume 1
greenfoot: combining object visualisation with interaction
OOPSLA '04 Companion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications
Extreme Programming Explained: Embrace Change (2nd Edition)
Extreme Programming Explained: Embrace Change (2nd Edition)
ACM Computing Surveys (CSUR)
Using collaborative learning research to enhance pair programming pedagogy
ACM SIGITE Newsletter
Proceedings of the 37th SIGCSE technical symposium on Computer science education
MOOSE crossing: creating a learning culture
ICLS '96 Proceedings of the 1996 international conference on Learning sciences
Scratch for budding computer scientists
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Storytelling alice motivates middle school girls to learn computer programming
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This paper highlights shortcomings of programming environments designed for novices to be used as a collaborative tool in game design. It also addresses these issues in the context of the bad image of informatics today. This article focuses on the graphical programming environment Scratch, which is well received by pupils and teachers. We will present observations on group behavior using Scratch in two projects at schools. The pupils were between 12 and 18 years old and had to design games within a week. Finally, we will introduce a Scratch mock-up to support collaboration, whose features were derived from our observations.