Teaching CS1 with karel the robot in Java
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Automated feedback on programs means students need less help from teachers
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Karel the Robot: A Gentle Introduction to the Art of Programming
Karel the Robot: A Gentle Introduction to the Art of Programming
Constructivist approaches for teaching computer programming
Proceedings of the 6th conference on Information technology education
Automated assessment and experiences of teaching programming
Journal on Educational Resources in Computing (JERIC)
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
An automated learning system for Java programming
IEEE Transactions on Education
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Computer programming is a highly practical subject and it is essential that those new to the discipline engage in hands-on experimentation as part of the learning process. However, when faced with large cohorts and an increasing demand for distance and student flexible learning, incorporating this into a programming course can be difficult. There is a dynamic that exists between tutor and student in a real-world programming workshop session that is not easily replicated online. In this paper we describe an online learning environment that begins to create an analogue of this dynamic and its successful integration into an undergraduate programming module. Ultimately, the potential exists to not only improve the student learning experience but also investigate and inform programming pedagogy itself.