经验教训:使用交互式图形来支持情境化编程教育

Armando Arce-Orozco, Antonio Gonzalez-Torres
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引用次数: 0

摘要

学习编程是一项艰巨的任务,需要高度的动机去面对抽象和复杂的问题,因此已经提出了几种教学策略来帮助学生掌握编程中涉及的复杂方法、结构和算法。其中一种策略是以情境化的方式教授编程,通过使用交互式图形来提供视觉辅助,以便于理解和学习一些基本的编程概念。交互式图形的使用为学生提供了关于他们正在学习的概念的即时反馈,以一种娱乐和情境化的方式,通过他们积极参与,通过创造他们可以操纵的图像和图形。本文讨论了作者在情境化学习环境中使用策略来促进编程结构学习的经验,并通过使用交互式图形作为提高学生理解和兴趣的手段。讨论包括使用SVG图形和作者开发的两个环境来提供上下文化学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Lessons Learned: Use of Interactive Graphics to Support Contextualized Programming Education
Learn to program is a difficult task that requires to be highly motivated to get confronted to abstract and complex problems and thus several teaching strategies have been proposed to assist students on how to grasp the intricacies of methods, structures, and algorithms involved in programming. One of these strategies is teaching programming in a contextualized manner through the use of interactive graphics to provide visual aids for the easy understanding and learning of some basic programming concepts. The use of interactive graphics offers immediate feedback to students on the concepts they are learning, in an entertained and contextualized way, through their active participation through the creation of images and figures that they can manipulate. This paper discusses the experiences of the authors in the use of strategies to facilitate the learning of programming structures in a contextualized learning environment, supported by the use of interactive graphics as a means to increase their comprehension and the interest of students. The discussion includes the use of SVG graphics and two environments developed by the authors to provide contextualized learning.
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