ACM Computing Surveys (CSUR)
Communications of the ACM - Self managed systems
Learning To Program with Alice
Learning To Program with Alice
When students are not programmers
ACM Inroads
Measuring high school students' attitudes toward computing
Proceedings of the 41st ACM technical symposium on Computer science education
Preparing computer science students for the robotics revolution
Communications of the ACM
LEGO MINDSTORMS NXT-G Programming Guide
LEGO MINDSTORMS NXT-G Programming Guide
The Scratch Programming Language and Environment
ACM Transactions on Computing Education (TOCE)
The design of kodu: a tiny visual programming language for children on the Xbox 360
Proceedings of the 38th annual ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Expressing computer science concepts through Kodu game lab
Proceedings of the 42nd ACM technical symposium on Computer science education
Kodu game lab, a few lessons learned
XRDS: Crossroads, The ACM Magazine for Students - Creativity + Computer Science
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We describe a three-stage model of computing instruction beginning with a simple, highly scaffolded programming environment (Kodu) and progressing to more challenging frameworks (Alice and Lego NXT-G). In moving between frameworks, students explore the similarities and differences in how concepts such as variables, conditionals, and looping are realized. This can potentially lead to a deeper understanding of programming, bringing students closer to true computational thinking. Some novel strategies for teaching with Kodu are outlined. Finally, we briefly report on our methodology and select preliminary results from a pilot study using this curriculum with students ages 10-17, including several with disabilities.