Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Engaging girls with computers through software games
Communications of the ACM
Programming by example: novice programming comes of age
Communications of the ACM
Studying the language and structure in non-programmers' solutions to programming problems
International Journal of Human-Computer Studies
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Coached program planning: dialogue-based support for novice program design
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Women, technology, and gender bias
Journal of Computing Sciences in Colleges
Motivating programming: using storytelling to make computer programming attractive to middle school girls
e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning
Breaking boundaries: strategies for mentoring through textile computing workshops
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This paper explores design concepts and principles to engage middle school girls in learning preliminary programming concepts through different media and interaction techniques. Creating a greeting card and creating a personal avatar for an Instant Messenger (IM) were two approaches that were examined. Findings suggest that an IM avatar creation tool, with guiding principles including partial manipulation of code, immediate feedback, engaging content, reinforcement exercises, and transition from concrete to abstract examples, may interest girls to start learning programming concepts.