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The Narrative of Computing PROCEEDINGS

, , New York City College of Technology, United States

EdMedia: World Conference on Educational Media and Technology, in Toronto, Canada ISBN 978-1-880094-81-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

A mixed-methodology study examined whether using Alice, designed to introduce students to computer programming in a 3D environment, was more effective than using Visual Basic to develop problem-solving skills in first-year college students in an introductory course in computer programming. The study also examined the effect of using Alice on students participating in a learning community. As part of a learning community called “The Narrative of Computing”—which included English Composition, Introduction to Computer Systems, and Problem Solving with Computer Programming—students leveraged the problem solving, programming, and writing skills gained in these three courses to produce videogame prototypes. Each prototype included a sample game world, characters, their interactions with their setting, and a narrative establishing nonlinearity. Results demonstrated that the Alice group showed a statistically significant (p < 0.05) increase in performance for all questions.

Citation

Lansiquot, R. & Cabo, C. (2010). The Narrative of Computing. In J. Herrington & C. Montgomerie (Eds.), Proceedings of ED-MEDIA 2010--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3655-3660). Toronto, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved December 14, 2017 from .

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