Teaching the first programming course with python's turtle graphic library

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Scopus citations

Abstract

How to keep students interested in a programming course is not new to those who teach the subject. This work describes our experience in the use of Python with its Turtle Graphic Library in a game-oriented approach that seeks to increase the interest and motivation of students. We present the main assignments used in our course. Our experience has shown us that students get engaged and motivate themselves with the graphical component. We have found an improvement in students grades.

Original languageEnglish
Title of host publicationITiCSE 2016 - Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education
PublisherAssociation for Computing Machinery
Pages244-245
Number of pages2
ISBN (Electronic)9781450342315
DOIs
StatePublished - 11 Jul 2016
Externally publishedYes
Event2016 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2016 - Arequipa, Peru
Duration: 11 Jul 201613 Jul 2016

Publication series

NameAnnual Conference on Innovation and Technology in Computer Science Education, ITiCSE
Volume11-13-July-2016
ISSN (Print)1942-647X

Conference

Conference2016 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2016
Country/TerritoryPeru
CityArequipa
Period11/07/1613/07/16

Keywords

  • First programming course
  • Game-oriented
  • Motivation
  • Pedagogical tool
  • Specific assignments
  • Teaching

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