Abstract
Educators have long been trying to motivate students in their introductory programming courses. Games help students to practice formulas, facts and processes, motivating learning by adding fun. This work describes our experience in the use of Lightbot and the graphic library Turtle to introduce students to the concepts of algorithm and function. This approach has been implemented in two Universities in Arequipa. We present the assignments used in the first and second session of CS1. Our experience has shown us that students get a clear understanding of algorithm and functions that are later implemented with Python (Universidad La Salle) and Java (Universidad Nacional de San Agustin). We believe that the visual nature of games and the graphical component to teaching anything is more effective for students. Results were measured by students' perception in 2016.
Original language | English |
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Title of host publication | ITiCSE 2017 - Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education |
Publisher | Association for Computing Machinery |
Pages | 78-79 |
Number of pages | 2 |
ISBN (Electronic) | 9781450347044 |
DOIs | |
State | Published - 28 Jun 2017 |
Event | 2017 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2017 - Bologna, Italy Duration: 3 Jul 2017 → 5 Jul 2017 |
Publication series
Name | Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE |
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Volume | Part F128680 |
ISSN (Print) | 1942-647X |
Conference
Conference | 2017 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2017 |
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Country/Territory | Italy |
City | Bologna |
Period | 3/07/17 → 5/07/17 |
Bibliographical note
Publisher Copyright:© 2017 Copyright is held by the owner/author(s).
Keywords
- First programming course
- Game-oriented. pedagogical tool
- Motivation
- Specific assignments
- Teaching