Back to the future: the story of Squeak, a practical Smalltalk written in itself
Proceedings of the 12th ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
Here, there and everywhere - on the recurring use of turtle graphics in CS1
ACSE '00 Proceedings of the Australasian conference on Computing education
A library to support a graphics-based object-first approach to CS 1
Proceedings of the thirty-second SIGCSE technical symposium on Computer Science Education
Objects from the beginning - with GUIs
Proceedings of the 7th annual conference on Innovation and technology in computer science education
Karel++: A Gentle Introduction to the Art of Object-Oriented Programming
Karel++: A Gentle Introduction to the Art of Object-Oriented Programming
Objects: visualization of behavior and state
Proceedings of the 8th annual conference on Innovation and technology in computer science education
greenfoot: combining object visualisation with interaction
OOPSLA '04 Companion to the 19th annual ACM SIGPLAN conference on Object-oriented programming systems, languages, and applications
Proceedings of the 11th annual SIGCSE conference on Innovation and technology in computer science education
Role of the C language in current computing curricula part 1: survey analysis
Journal of Computing Sciences in Colleges
Game-themed programming assignments: the faculty perspective
Proceedings of the 39th SIGCSE technical symposium on Computer science education
Game design and development students: who are they?
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Assessing game-themed programming assignments for CS1/2 courses
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Engagement: gaming throughout the curriculum
Proceedings of the 40th ACM technical symposium on Computer science education
Using game creation for teaching computer programming to high school students and teachers
ITiCSE '09 Proceedings of the 14th annual ACM SIGCSE conference on Innovation and technology in computer science education
Computer games and traditional CS courses
Communications of the ACM - Finding the Fun in Computer Science Education
Game-themed programming assignments for faculty: a case study
Proceedings of the 41st ACM technical symposium on Computer science education
Game-themed instructional modules: a video case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Teaching introductory programming with popular board games
Proceedings of the 42nd ACM technical symposium on Computer science education
Integrating greenfoot into CS1: a case study
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
The effect of simulation games on the learning of computational problem solving
Computers & Education
Simulating LEGO mindstorms robots to facilitate teaching computer programming to school students
EC-TEL'11 Proceedings of the 6th European conference on Technology enhanced learning: towards ubiquitous learning
Engaging high school students in computer science via challenging applications
Proceedings of the 2011 conference on Information technology education
Role-play virtual worlds for teaching object-oriented design: the ViRPlay development experience
Software—Practice & Experience
Experience with Dream Coders: developing a 2D RPG for teaching introductory programming concepts
Journal of Computing Sciences in Colleges
Board game strategies in introductory computer science
Proceeding of the 44th ACM technical symposium on Computer science education
An environment for learning interactive programming
Proceedings of the 45th ACM technical symposium on Computer science education
The consume - create spectrum: balancing convenience and computational thinking in stem learning
Proceedings of the 45th ACM technical symposium on Computer science education
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While the introduction of object-oriented programming slowly moves down the age groups - starting from advanced university courses, to introductory courses, and now into high schools - many attempts are being made to make object-oriented programming introduction less abstract and theoretical. Visualisation and interaction techniques are being applied in an attempt to give students engaging and concrete experiences with objects. Recently, the greenfoot environment has been proposed as another step in this development. In this paper, we describe new functionality in the greenfoot environment, especially the addition of user interaction programming via direct state manipulation. Direct state manipulation provides very low overhead graphical I/O handling at a level that makes it feasible to guide students to simple graphical game programming within a few weeks, while concentrating on fundamental object-oriented concepts in the structure of the program.