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(4)
Educational Tool
Java Applet
Primary School Children
Teaching Programming
Related Publications
(1)
Software engineering as a model of understanding for learning and problem solving
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A noughts and crosses Java applet to teach programming to primary school children
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A noughts and crosses Java applet to teach programming to primary school children
(
Citations: 4
)
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J. Paul Gibson
We report on a continuing study into
teaching programming
to through their ability to solve puzzles and play games; and to turn this understanding into working code. We review a project in which children have programmed (in Java) AI players for the game of Noughts and Crosses. This code is then incorporated into a 'programmable'
Java Applet
for use as an
educational tool
in primary (junior) schools.
Conference:
Principles and Practice of Programming in Java - PPPJ
, pp. 85-88, 2003
DOI:
10.1145/957289.957315
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Citation Context
(4)
...The author has much experience of using puzzles and games for teaching about software engineering [13,
6
]. One problem which has proven successsful is that of the matches game:The game begins with a random number of matches...
J. Paul Gibson
.
Software reuse and plagiarism: a code of practice
...The author has much experience of using puzzles and games for teaching about software engineering [13,
6
]. One problem which has proven successsful is that of the matches game:The game begins with a random number of matches...
J. Paul Gibson
.
Software reuse and plagiarism: a code of practice
...The following list gives a flavour of the types of problems that we have run in a number of schools: (1) Prime number recognition, (2) Searching, (3) Sorting, (4) Noughts and crosses (tic-tac-toe)[
14
], (5) The matches game, (6) Shortest Paths, (7)Maze Walking, (8) The 15-puzzle, (9) The Tower of Hanoi, (10) Magic Squares, (11) Scales weights, measures and balancing, etc...
J. Paul Gibson
,
et al.
Software engineering as a model of understanding for learning and prob...
...teaching programming to pre-teens school children [
2
]...
Pedro Campos
,
et al.
Designing Augmented Reality Tangible Interfaces for Kindergarten Child...
References
(6)
ToonTalk - An Animated Programming Environment for Children
(
Citations: 92
)
Kenneth M. Kahn
Journal:
Journal of Visual Languages and Computing - VLC
, vol. 7, no. 2, pp. 197-217, 1996
The Need for Science Versus Passion in Educational Computing
(
Citations: 4
)
C. Maddux
Published in 1985.
Mindstorms: children, computers and powerful ideas
(
Citations: 1251
)
S Papert
Published in 1980.
Algoblock: a tangible programming language, a tool for collaborative learning
(
Citations: 35
)
H. Suzuki
,
H. Kato
Published in 1993.
Helping Children to Learn Hard Things: Computer Programming with Familiar Objects and Actions
(
Citations: 8
)
Ken Kahn
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Citations
(4)
Software reuse and plagiarism: a code of practice
J. Paul Gibson
Journal:
ACM Sigcse Bulletin
, vol. 41, no. 3, pp. 55-59, 2009
Software reuse and plagiarism: a code of practice
J. Paul Gibson
Conference:
Annual Joint Conference Integrating Technology into Computer Science Education - ITiCSE
, pp. 55-59, 2009
Software engineering as a model of understanding for learning and problem solving
(
Citations: 11
)
J. Paul Gibson
,
Jackie O'Kelly
Conference:
International Computing Education Research Workshop - ICER
, pp. 87-97, 2005
Designing Augmented Reality Tangible Interfaces for Kindergarten Children
Pedro Campos
,
Sofia Pessanha