An integrated, software-based approach to teaching introductory computer programming

Author(s):  
Nira Herrmann ◽  
Jeffrey L. Popyack
1984 ◽  
Vol 77 (6) ◽  
pp. 456-459
Author(s):  
Gerald H. Elgarten

To help us function effectively in a society that relies more and more on computers, a new basic skill is emerging: knowledge of computers. This article presents a structured approach to teaching computer programming in the secondary schools. This approach can be used in an introductory computer programming (literacy) course or as a method to teach computer programming in traditional mathematics courses.


10.29007/sl43 ◽  
2020 ◽  
Author(s):  
Jacob Sukhodolsky

Freshmen who take an introductory computer programming course often ask their classmates for help. In some cases, they even copy each other’s programs. That is being considered as cheating. The problem of cheating in Computer Science students’ homework assignments so far has been handled mainly through administrative punishment of the cheaters. The success of such an approach depends to a large degree on the ability of the instructor to recognize the fact of cheating, which is a complicated task. With a large number of students taking the course, identifying the cheaters sometimes requires considerable time. The author of this paper suggests a way of solving the cheating problem by encouraging students’ cooperation rather than trying to fight it. He also suggests the way of changing the course grading policy emphasizes the importance of regular checking the students’ understanding of the course material.


Author(s):  
Adilson Vahldick ◽  
Maria J. Marcelino ◽  
António J. Mendes

Casual games are characterized for their fast learning curve. Casual games tasks usually are short and have increasing difficulty. This seems an interesting approach to learn and practice introductory computer programming concepts for students that face difficulties. Many of serious games intended to support computer programming learning are commercial and aimed at children. Also only a few of those described in the literature are available to teachers. This chapter describes the development of a new game that aims to support introductory computer programming learning and its pilot study with three undergraduate introductory classes. The chapter proposes a set of design principles that might be useful in the development of casual games to support computer programming learning. These principles resulted from the experiment and include game features that were considered important to engage students and to improve some students' computer programming skills.


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