Teaching objects-first in introductory computer science
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Blooms' Taxonomy: A Framework for Assessing Programmers' Knowledge of Software Systems
IWPC '03 Proceedings of the 11th IEEE International Workshop on Program Comprehension
Alice, middle schoolers & the imaginary worlds camps
Proceedings of the 38th SIGCSE technical symposium on Computer science education
Programming by choice: urban youth learning programming with scratch
Proceedings of the 39th SIGCSE technical symposium on Computer science education
How programming environment shapes perception, learning and goals: logo vs. scratch
Proceedings of the 41st ACM technical symposium on Computer science education
Scratching middle schoolers' creative itch
Proceedings of the 41st ACM technical symposium on Computer science education
A qualitative study of animation programming in the wild
Proceedings of the 2010 ACM-IEEE International Symposium on Empirical Software Engineering and Measurement
Habits of programming in scratch
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
Hairball: lint-inspired static analysis of scratch projects
Proceeding of the 44th ACM technical symposium on Computer science education
Assessment of computer science learning in a scratch-based outreach program
Proceeding of the 44th ACM technical symposium on Computer science education
ACM Transactions on Computing Education (TOCE)
Code club: bringing programming to UK primary schools through scratch
Proceedings of the 45th ACM technical symposium on Computer science education
Proceedings of the 45th ACM technical symposium on Computer science education
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Drag-and-drop learning environments like Alice (alice.org) and Scratch (scratch.mit.edu) eliminate syntax errors, making them attractive as ways to introduce programming concepts to students. Alice is closely associated with storytelling, Scratch was designed for creating music videos, and both can be used to create games. Having had students create each kind of project, we began to wonder: Do students learn different things creating games compared to music videos or stories? What programming constructs do students actually use (and hence learn well enough to be able to apply)? To answer these questions, we conducted a quantitative analysis of a collection of over 300 different student projects created using these tools. In examining different kinds of projects, we found significant differences in how frequently the students creating those projects used variables, if statements, loops, and dialog constructs.