四年级学生阅读基于块的程序:预测,视觉提示和启示

Hilary A. Dwyer, Charlotte Hill, A. Hansen, Ashley Iveland, Diana Franklin, Danielle B. Harlow
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引用次数: 15

摘要

可视化的基于块的编程环境允许小学生以比文本编程环境更容易访问的方式创建自己的程序。这些环境通过消除语法错误和减少输入来帮助学生编写代码。学生们通过拖放和捕捉结构(如块)来创建代码,这些结构由列表、颜色、形状、图像等组织。然而,在基于可视化块的环境中编程并不总是那么简单;事实上,它可以很快变得复杂。除了创建代码的元素之外,这些环境的可视化方面还向读者提供了关于发生什么、何时发生以及如何发生的信息。在这里,我们重点关注学生在基于块的编程环境LaPlaya (Scratch的一个变体)中阅读程序时如何使用视觉提示。具体来说,我们确定了学生注意到并采取行动的视觉线索。这不仅包括设计师有意为之的内容(可感知的启示),也包括设计师无意为之的内容(虚假启示)。通过对13个四年级学生焦点小组的详细内容分析,我们在编程环境中创建了视觉线索的初步分类,并探索了学生如何使用这些线索对提供的代码进行预测,以及这些线索为学生提供的提示类型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fourth Grade Students Reading Block-Based Programs: Predictions, Visual Cues, and Affordances
Visual block-based programming environments allow elementary school students to create their own programs in ways that are more accessible than in textual programming environments. These environments help students write code by removing syntax errors and reducing typing. Students create code by dragging, dropping, and snapping constructs together (e.g. blocks) that are organized by lists, colors, shape, images, etc. However, programming in visual block-based environments is not always simple; in fact, it can become complex quickly. In addition to elements that create code, the visual aspects of these environments provide readers information about what happens, when, and how. Here, we focus on how students used visual cues when reading programs in our block-based programming environment, LaPlaya, a variant of Scratch. Specifically we identified the visual cues students noticed and acted upon. These included not only those that were intended by designers (perceptible affordances), but also those that were not intended by designers (false affordances). Through a detailed content analysis of 13 focus groups with fourth graders we created an initial taxonomy of visual cues in our programming environment and explored how students used these cues to make predictions about provided code, and the types of affordances such cues offered students.
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