Here, there and everywhere - on the recurring use of turtle graphics in CS1

M. Caspersen, H. Christensen
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引用次数: 47

Abstract

The Logo programming language implements a virtual drawing machine—the turtle machine. The turtle machine is well-known for giving students an intuitive understanding of fundamental procedural programming principles. In this paper we present our experiences with resurrecting the Logo turtle in a new object-oriented way and using it in an introductory object-oriented programming course. While, at the outset, we wanted to achieve the same qualities as the original turtle (understanding of state, control flow, instructions) we realized that the concept of turtles is well suited for teaching a whole range of fundamental principles. We have successfully used turtles to give students an intuitive understanding of central object-oriented concepts and principles such as object, class, message passing, behaviour, object identification, subclasses and inheritance; an intuitive understanding of recursion; and to show students the use of abstraction in practice as the turtles at a late stage in the course becomes a handy graphics library used in a context otherwise unrelated to the turtles.
这里,那里和无处不在-关于在CS1中反复使用海龟图形
用Logo编程语言实现了一个虚拟绘图机——乌龟机。海龟机以让学生直观地理解基本的程序编程原理而闻名。在本文中,我们介绍了我们以一种新的面向对象的方式复活Logo龟的经验,并在面向对象编程入门课程中使用它。虽然一开始,我们想要获得与原始海龟相同的品质(对状态、控制流、指令的理解),但我们意识到海龟的概念非常适合教授一系列基本原则。我们成功地用海龟让学生直观地理解了面向对象的核心概念和原则,如对象、类、消息传递、行为、对象识别、子类和继承;对递归的直观理解;并向学生展示抽象在实践中的使用,因为海龟在课程的后期阶段成为一个方便的图形库,用于与海龟无关的上下文中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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