新手程序员使用故事板的案例研究

Ally Limke, Alexandra Milliken, Veronica Catété, Isabella Gransbury, Amy Isvik, T. Price, Chris Martens, T. Barnes
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引用次数: 1

摘要

我们的研究人员寻求支持学生构建基于块的编程项目,这些项目具有激励和吸引力,同时也是学习编码的宝贵实践。编程过程中一个困难的部分是规划。在这项研究中,我们探讨了新手程序员如何使用定制的计划工具PlanIT,以及他们在计划游戏时如何使用故事板。在一项由三部分组成的研究中,我们让新手规划和编程三款游戏:迷宫游戏、突破游戏和两者的混搭游戏。在一组五个案例研究中,我们展示了五对学生如何处理这三个游戏的计划和编程,说明学生在使用故事板时比使用PlanIT时更有创造力。我们最后讨论了这项工作对设计支持新手计划开放式项目的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Case Studies on the Use of Storyboarding by Novice Programmers
Our researchers seek to support students in building block-based programming projects that are motivating and engaging as well as valuable practice in learning to code. A difficult part of the programming process is planning. In this research, we explore how novice programmers used a custom-built planning tool, PlanIT, contrasted against how they used storyboarding when planning games. In a three-part study, we engaged novices in planning and programming three games: a maze game, a break-out game, and a mashup of the two. In a set of five case studies, we show how five pairs of students approached the planning and programming of these three games, illustrating that students felt more creative when storyboarding rather than using PlanIT. We end with a discussion on the implications of this work for designing supports for novices to plan open-ended projects.
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