Learning to communicate computationally with Flip: A bi-modal programming language for game creation

Learning to communicate computationally with Flip: A bi-modal programming language for game creation
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学习使用 Flip 进行计算通信:一种用于游戏创建的双模态编程语言

DOI:
10.1016/j.compedu.2014.08.014
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发表时间:
2015
影响因子:
12
通讯作者:
Howland K
Howland K
中科院分区:
教育学1区
文献类型:
--
作者:
Howland K

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目前,许多国家的课程重点是向学童教授基本的计算概念和技能。与这一趋势并行的是编程环境和教学方法的进步,旨在使计算机科学更容易获得,更有动力。在本文中,我们描述了设计和评估的翻转,编程语言,旨在帮助11-15岁的青奥尔兹通过创建自己的3D角色扮演游戏开发计算技能。Flip有两个主要组件:1)视觉语言(基于许多当前视觉语言共同的联锁块设计),以及2)正在创建的脚本的动态更新的自然语言版本。这种编程语言/自然语言配对是Flip的独特功能,旨在让学习者利用他们对自然语言的熟悉来“解码代码”。翻转旨在支持年轻人发展计算概念的理解以及有效使用和沟通这些概念的技能。本文探讨了在何种程度上翻转可以被年轻人用来创建工作脚本,并检查使用该工具后,他们的计算规则和概念的表达的改善。我们提供了一个概述翻转的设计和实施之前,描述了一个评估研究进行了12-13岁的奥尔兹在一个自然的设置。在8周的课程中,大多数学生能够使用Flip编写小程序,在他们创建的游戏中实现互动行为。此外,在使用Flip后,他们的计算通信有了显着的改善(通过前/后测试测量)。另一项调查结果是,女孩比男孩写更多、更复杂的剧本,而且有一种趋势是女孩的学习成绩比男孩高。
Teaching basic computational concepts and skills to school children is currently a curricular focus in many countries. Running parallel to this trend are advances in programming environments and teaching methods which aim to make computer science more accessible, and more motivating. In this paper, we describe the design and evaluation of Flip, a programming language that aims to help 11–15 year olds develop computational skills through creating their own 3D role-playing games. Flip has two main components: 1) a visual language (based on an interlocking blocks design common to many current visual languages), and 2) a dynamically updating natural language version of the script under creation. This programming-language/natural-language pairing is a unique feature of Flip, designed to allow learners to draw upon their familiarity with natural language to “decode the code”. Flip aims to support young people in developing an understanding of computational concepts as well as the skills to use and communicate these concepts effectively. This paper investigates the extent to which Flip can be used by young people to create working scripts, and examines improvements in their expression of computational rules and concepts after using the tool. We provide an overview of the design and implementation of Flip before describing an evaluation study carried out with 12–13 year olds in a naturalistic setting. Over the course of 8 weeks, the majority of students were able to use Flip to write small programs to bring about interactive behaviours in the games they created. Furthermore, there was a significant improvement in their computational communication after using Flip (as measured by a pre/post-test). An additional finding was that girls wrote more, and more complex, scripts than did boys, and there was a trend for girls to show greater learning gains relative to the boys.
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