Iconic Programmer A Visualization Tool for Teaching Concepts
- Slides: 22
Iconic Programmer A Visualization Tool for Teaching Concepts without Context
Overview Ø A Brief History of Science § Needs – food, clothing, shelter § Ideas – customs, tools, artistic creation § Improvements – rules, measurements, engineering design § Formalizations – mathematics, theory
Education Ø Fundamentals and Foundations First § § Math before engineering French grammar first Algebra before MCV (Math. Worlds) Code before algorithms
Outline Ø Computer programming Ø Teaching programming – current practice Ø The Iconic Programmer Ø Using the Iconic Programmer Ø Research Issues
What is Programming? Ø Computer programs you interact with… Ø Non-computer “programs” you do…
Concepts Ø Series of actions / instructions Ø Algorithm § § Actions Decisions Objects Inputs/Outputs
Implementation public class Account { private Money balance; public deposit (Money amount) { balance. add(amount); } }
Pedagogy Ø What is at the start of a text/course? § What is a computer § How to input text into a file and compile § Programming syntax Ø Details…stuff that changes
Issues Ø Programming (processes) are important Ø High anxiety / attrition Ø Students get lost on context
Concepts Ø Processes § Actions and decisions § States and entities Ø Algorithms § Logical organization of ideas
The Iconic Programmer Ø Pure graphical programming interface Ø Minimalist Ø Real Ø Visually intuitive Ø Interactive
Programming Concepts Ø Actions Ø Decisions Ø Repetitions Sequence Branching Looping
Programming Context Ø Data manipulation § Basic math • Number games • Telephone menus Ø Input and output
Actions Ø Declare § Processes work on “objects” Ø Assign § Random, mathematical, input Ø Output § Text or data
Program 1 Ø I have a number, try to guess it… Ø Actions § Creation of my number § Your attempts to guess
Decisions Ø Feedback and interaction Ø Need to allow multiple paths / actions
Program 2 Ø You have three guesses to get my number… Ø Decisions § Correct guess – yes/no Ø Actions/paths § Guess again or stop
Repetition Ø Concept § Guess, repeat Ø Repeat do the action/path over again § Repetition is based on a decision
Program 3 Ø Repeated guessing Ø Linear search
Program 4 Ø A complete program Ø Binary search
Iconic Programming Ø Supplement to introductory high school or university programming courses Ø Three-week general science module § Computers are pervasive § Programming is a general skill
Research Issues Ø Kinesthetic thinking Ø Modes of interaction Ø Visualization models
- Gephi tool
- Network flow visualization tool
- Data structure visualization tool
- Prefix property of huffman coding
- Iconic programming
- What is global-analytic continuum
- Three-hit theory
- Sperling iconic memory
- Scope of operation research
- George sperling iconic memory
- Piphat duek dam ban
- Iconic rote learning example
- Very iconic
- Partial report technique
- Eidetic memory vs iconic memory
- Iconic transfer ritual
- Learning memory
- Iconic island dwellings
- My future profession programmer presentation
- Mercedes smart key programming
- Logo (bahasa pemrograman)
- What is the job description of a computer programmer
- Seasoned programmer