The Narrative of Computing PROCEEDINGS
Reneta Lansiquot, Candido Cabo, New York City College of Technology, United States
EdMedia + Innovate Learning, in Toronto, Canada ISBN 978-1-880094-81-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
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.
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 October 19, 2018 from https://www.learntechlib.org/primary/p/35167/.
© 2010 Association for the Advancement of Computing in Education (AACE)
- Bishop-Clark, C., Courte, J., & Howard, E.V. (2006). Programming in pairs with Alice to improve confidence, enjoyment, and achievement. Journal of Educational Computing Research 34, 213-328.
- Flower, L. (1993). Problem-solving strategies for writing (4th ed.). New York: Harcourt Brace Jovanovich.
- Gee, J.P. (2003). What videogames have to teach us about learning and literacy. New York: Palgrave. Lansiquot, R.D. (in press). Making the virtual real: Using virtual learning communities for research in technical writing. In B.K. Daniel (Ed.), A handbook of research on methods and techniques for studying virtual communities: Paradigms and phenomena. Hershey, PA: IGI Global.
- Lewis, J., & Depasquale, P. (2008). Programming with Alice and Java. Boston: Pearson.
- Lubin, D. (2010). The narrative of computing: Engaging aspiring programmers. Proceedings of the CUNY Pipeline Honors Conference (P. 36). New York, NY.
- Mayer, R.E., Dyck, J.L., & Vilberg. W. (1986). Learning to program and learning to think: What’s the connection? Communications of the ACM, 29(7), 605-610.
- Perez, M. (2010). The narrative of computing: Hidden meanings in the “text”? Proceedings of the CUNY Pipeline Honors Conference (pp. 36-37). New York, NY.
- Piaget, J. (1973). To understand is to invent: The future of education. New York: Grossman.
- Salen, K. (2007). Gaming iteracies: A game design study in action. Journal of Educational Multimedia and Hypermedia, 16(3), 300-322.
- Sykes, E.R. (2007). Determining the effectiveness of the 3D Alice programming environment at the computer science I level. Journal of Educational Computing Research 36(2), 223-244.
- Zyda, M. (2009). Computer science in the conceptual age. Communications of the ACM 52(12), 66-72.
These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact firstname.lastname@example.org.
Reneta Lansiquot & Candido Cabo, New York City College of Technology, United States
EdMedia + Innovate Learning 2014 (Jun 23, 2014) pp. 2217–2223
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact email@example.com.