The mythical man-month (anniversary ed.)
The mythical man-month (anniversary ed.)
Drawings on napkins, video-game animation, and other ways to program computers
Communications of the ACM
The use of Java as an introductory programming language
Crossroads - Special issue on multimedia systems
How to design programs: an introduction to programming and computing
How to design programs: an introduction to programming and computing
Uses of the LOGO programming language in undergraduate instruction
ACM '72 Proceedings of the ACM annual conference - Volume 2
Language tug-of-war: industry demand and academic choice
ACE '03 Proceedings of the fifth Australasian conference on Computing education - Volume 20
A media computation course for non-majors
Proceedings of the 8th annual conference on Innovation and technology in computer science education
Programming languages for introductory computing courses: a position paper
SIGCSE '78 Papers of the SIGCSE/CSA technical symposium on Computer science education
ACM Computing Surveys (CSUR)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Learning to Program with Alice, Brief Edition
Learning to Program with Alice, Brief Edition
An objective comparison of languages for teaching introductory programming
Proceedings of the 6th Baltic Sea conference on Computing education research: Koli Calling 2006
A case study in introductory programming
CompSysTech '07 Proceedings of the 2007 international conference on Computer systems and technologies
Comparing the use of tangible and graphical programming languages for informal science education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toque: designing a cooking-based programming language for and with children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Greenfoot Programming Environment
ACM Transactions on Computing Education (TOCE)
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
Language considerations in the first year CS curriculum
Journal of Computing Sciences in Colleges
Multi-agent simulation and netLogo in the introductory computer science curriculum
Journal of Computing Sciences in Colleges
On the nature of fires and how to spark them when you're not there
Proceeding of the 44th ACM technical symposium on Computer science education
Khan academy gamifies computer science
Proceedings of the 45th ACM technical symposium on Computer science education
Codespells: how to design quests to teach java concepts
Journal of Computing Sciences in Colleges
Children's perceptions of what counts as a programming language
Journal of Computing Sciences in Colleges
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This paper addresses how CodeSpells uses the metaphor of wizardry, along with an embodied API to engage students in learning to program in Java. Giving novice programmers a concrete representation of code has been encouraged and shown to help students understand the concepts with more ease. There have been many attempts to improve the novice learning experience by providing: a visual programming language, a hardware component or an application that is more approachable. The benefit of this research is that students are better able to understand how abstract code effects the environment. We build on this work through CodeSpells by immersing novices in the abstraction of code through embodiment to allow them to understand complex and abstract programming problems as if they were being affected by what they wrote. In this paper we present a new approach to novice programming environments, one that embodies the user and encourages a quick grasp of introductory concepts followed by a deep understanding through exploration.