Programming by example: novice programming comes of age
Communications of the ACM
Squeak: Open Personal Computing and Multimedia
Squeak: Open Personal Computing and Multimedia
Designing Mixed Textual and Iconic Programming Languages for Novice Users
VL '98 Proceedings of the IEEE Symposium on Visual Languages
ACM Computing Surveys (CSUR)
Finding design qualities in a tangible programming space
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Visual programming with analogical representations: Inspirations from a semiotic analysis of comics
Journal of Visual Languages and Computing
Storytelling alice motivates middle school girls to learn computer programming
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How preschool children used a behaviour-based programming tool
Proceedings of the 6th international conference on Interaction design and children
Interaction Design and Children
Foundations and Trends in Human-Computer Interaction
Comics, robots, fashion and programming: outlining the concept of actDresses
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
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We present an approach to children's programming inspired by the semiotics of comics. The idea is to build computer programs in a direct and concrete way by using a class of signs that we call contextual signs. There are two aspects that distinguish contextual signs from other sign systems used for programming. The first is that the signs are displayed in the immediate visual context of the object that they refer to. The second is that the signs are used to illustrate actions and properties in a way that is directly perceivable by the user. We argue that these two properties make contextual signs a promising high-level approach for building systems that are rich in dynamic properties, such as the ones that children often like to build.