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Scratch: a sneak preview [education] Scratch:预演[教育]
John H. Maloney, L. Burd, Y. Kafai, N. Rusk, Brian Silverman, M. Resnick
Scratch is a networked, media-rich programming environment designed to enhance the development of technological fluency at after-school centers in economically-disadvantaged communities. Just as the LEGO MindStorms robotics kit added programmability to an activity deeply rooted in youth culture (building with LEGO bricks), Scratch adds programmability to the media-rich and network-based activities that are most popular among youth at after-school computer centers. Taking advantage of the extraordinary processing power of current computers, Scratch supports programming paradigms and activities that were previously infeasible, making it better positioned to succeed than previous attempts to introduce programming to youth. Our working hypothesis is that, as kids work on personally meaningful Scratch projects such as animated stories, games, and interactive art, they develop technological fluency, mathematical and problem solving skills, and a justifiable self-confidence that serves them well in the wider spheres of their lives.
Scratch是一个网络的,媒体丰富的编程环境,旨在提高经济上处于不利地位的社区的课后中心的技术流畅性。正如乐高MindStorms机器人套件为一项深深植根于青少年文化的活动(用乐高积木建造)增加了可编程性一样,Scratch也将可编程性添加到丰富的媒体和基于网络的活动中,这些活动在课后计算机中心最受年轻人欢迎。利用当前计算机非凡的处理能力,Scratch支持以前无法实现的编程范式和活动,这使得它比以前向年轻人介绍编程的尝试更有可能成功。我们的工作假设是,当孩子们从事有个人意义的Scratch项目时,比如动画故事、游戏和互动艺术,他们会发展技术流畅性、数学和解决问题的能力,以及在更广泛的生活领域中为他们提供良好服务的合理自信。
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引用次数: 333
Enabling social dimensions of learning through a persistent, unified, massively multi-user, and self-organizing virtual environment 通过持久、统一、大规模多用户和自组织的虚拟环境实现学习的社会维度
J. Lombardi, M. McCahill
Existing online learning experiences lack the social dimension that characterizes learning in the real world. This social dimension extends beyond the traditional classroom into the university's common areas where learners build knowledge and understanding through serendipitous and collaborative exchanges both within and across traditional subject area boundaries. A next generation virtual learning environment (VLE) can address the limitations of current online systems by providing a richer social context for online learning. We describe the end-user properties of a highly-scalable self-organizing Croquet-based VLE that fosters dynamic group learning experiences and the development of communities of practice. This proposed VLE provides the capacity to merge the institutional infrastructure for academic computing, enterprise-level networks, Squeak/Croquet-based content authoring, and the educational principles of constructivist pedagogy.
现有的在线学习体验缺乏现实世界学习所特有的社交维度。这种社会维度超越了传统的课堂,延伸到大学的公共领域,在这里,学习者通过在传统学科领域边界内和跨学科领域的偶然和协作交流,建立知识和理解。下一代虚拟学习环境(VLE)可以通过为在线学习提供更丰富的社会环境来解决当前在线系统的局限性。我们描述了一个高度可扩展的自组织基于槌球的VLE的最终用户属性,它促进了动态的小组学习体验和实践社区的发展。这个提议的VLE提供了合并学术计算、企业级网络、基于Squeak/ croquet的内容创作和建构主义教学法的教育原则的机构基础设施的能力。
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引用次数: 44
Connectors - a framework for building graphical applications in Squeak Connectors——用于在Squeak中构建图形应用程序的框架
N. Konz
Connectors is a framework for building structured drawing editors using Squeak. The rich component library provided with Connectors makes it easy to customize shapes and connectors, in many cases without writing any code. This paper describes how Connectors can be used to quickly construct a Squeak application for editing and visualizing structured data. It describes the entire process of developing a simple Connectors application, including customizing connectors, connection policy, shapes, toolbars, flaps, and worlds. Integration with the Genie gesture recognition system and the eToy tile scripting system is also described.
Connectors是一个使用Squeak构建结构化绘图编辑器的框架。连接器提供的丰富组件库使自定义形状和连接器变得容易,在许多情况下无需编写任何代码。本文描述了如何使用连接器快速构建用于编辑和可视化结构化数据的Squeak应用程序。它描述了开发一个简单的Connectors应用程序的整个过程,包括自定义连接器、连接策略、形状、工具栏、副翼和世界。还描述了与Genie手势识别系统和eToy tile脚本系统的集成。
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引用次数: 1
Dolittle - experiences in teaching programming at K12 schools Dolittle -在K12学校教编程的经验
S. Kanemune, Takako Nakatani, R. Mitarai, S. Fukui, Y. Kuno
The Japanese government has been promoting IT education, including programming, at elementary and secondary (K12) schools since 2002. We have developed Dolittle, an object-oriented programming language suitable for K12 education, and evaluated it through the teaching opportunities available in classrooms. This work describes the outline and the future outlook of Dolittle, and reports on the examples of how it is used in classes.
日本政府从2002年开始在小学和中学(K12)推行编程等信息技术教育。我们开发了适合K12教育的面向对象编程语言Dolittle,并通过课堂上的教学机会对其进行了评估。这项工作描述了Dolittle的轮廓和未来前景,并报告了它如何在课堂上使用的例子。
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引用次数: 23
Skeleton - easy simulation system 骨架-简易仿真系统
T. Yamamiya
Skeleton is a visual scripting environment as an extension of Squeak etoy with Connectors system to make mathematical and physical simulation for non professional computer user. Squeak etoy system is a unique attempt to provide effective way of programming for children in learning environment. Skeleton makes logical relationships among graphical objects in the etoy system with spreadsheets-style interface, and users can describe object's behavior in declarative representation. Concreteness is one of the key words of end user scripting. Direct manipulation with objects on the screen is helpful to understand what is happened in your computer. Skeleton's spreadsheets style interface realizes this concreteness to show any input and output data same time. Sometime user scripting system like etoy has a problem of modularity. This aspect is important as a basis of reusing, thus Skeleton has some features for reusing. Tree structured naming system like ECMAScipt is used to access to Skeleton object by name. And modularity is realized by sheet-card mechanism that is possible to reuse a behavior of objects in another context in Skeleton.
Skeleton是一个可视化的脚本环境,作为Squeak etoy与Connectors系统的扩展,用于为非专业计算机用户进行数学和物理模拟。Squeak电子玩具系统是一种独特的尝试,为儿童在学习环境中提供有效的编程方式。Skeleton通过电子表格风格的界面在etoy系统中图形对象之间建立逻辑关系,用户可以用声明式表示方式描述对象的行为。具体是终端用户脚本的关键词之一。直接操作屏幕上的对象有助于理解计算机中发生的事情。Skeleton的电子表格风格界面实现了这种具体性,可以同时显示任何输入和输出数据。有时,像etoy这样的用户脚本系统存在模块化问题。这方面作为重用的基础是很重要的,因此Skeleton有一些重用的特性。像ECMAScipt这样的树状结构命名系统用于按名称访问Skeleton对象。模块化是通过单张卡机制实现的,可以在Skeleton的另一个上下文中重用对象的行为。
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引用次数: 0
TSU.MI.KI: stimulating children's creativity and imagination with interactive blocks TSU.MI.KI:用互动积木激发孩子的创造力和想象力
Yuichi Itoh, Shintaro Akinobu, Hiroyasu Ichida, R. Watanabe, Y. Kitamura, F. Kishino
Young children often build various structures with wooden blocks; structures that are often used for pretend play, subtly improving children's creativity and imagination. Based on a traditional Japanese wooden block toy, Tsumiki, we propose a novel interactive toy for children, maintaining the physical assets of wooden blocks and enhancing them with automation. We name our interactive toy "TSU.MI.KI." "TSU.MI.KI" consists of a set of computerized blocks equipped with several input/output devices. Children can tangibly interact with a virtual scenario by manipulating and constructing structures from the physical blocks, and by using input and output devices that are integrated into the blocks. TSU.MI.KI retains the physical advantages of its ancient predecessor and adds a distinct interactive layer that supports creativity by imitating a storyteller or a supportive caregiver.
小孩子经常用木块搭各种各样的建筑物;经常用于假装游戏的结构,潜移默化地提高孩子的创造力和想象力。我们以日本传统的木块玩具Tsumiki为基础,提出了一种新颖的儿童互动玩具,保持木块的物理资产,并通过自动化来增强它们。我们把我们的互动玩具命名为“TSU.MI.KI”。“TSU.MI。“KI”由一组配备了几个输入/输出设备的计算机模块组成。孩子们可以通过操纵和构建物理块的结构,以及使用集成到块中的输入和输出设备,与虚拟场景进行切实的互动。ki保留了其古老前身的物理优势,并增加了独特的互动层,通过模仿讲故事的人或支持性的照顾者来支持创造力。
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引用次数: 21
A trial course of programming with Squeak 用Squeak编程的试验课程
Yoshiaki Matsuzawa, Manabu Sugiura, H. Ohiwa
The purpose of programming education is not only to memorize the knowledge of programming language but also to let the learners acquire useful concepts for realizing one's idea in the form of a program. It requires such activities as logical thinking, problem solving, modeling and abstraction. However, most of beginners are bothered to memorize a lot of knowledge of the programming language and to eliminate compile errors. It prevents learners from concentrating on their concept acquisition. We think that Squeak proposed by Alan Kay has potential to solve this problem. However, if a teacher teaches only the knowledge of Squeak and its environment, the problem is not resolved. In this report, we propose a Squeak based curriculum and its concept for education of programming.
编程教育的目的不仅是记忆编程语言的知识,而且要让学习者获得有用的概念,以便将自己的想法以程序的形式实现。它需要逻辑思维、解决问题、建模和抽象等活动。然而,大多数初学者都为记住大量编程语言知识和消除编译错误而烦恼。它使学习者无法集中精力学习概念。我们认为Alan Kay提出的Squeak有可能解决这个问题。然而,如果老师只教吱吱的知识和它的环境,问题并没有解决。在这篇报告中,我们提出了一个基于Squeak的课程及其编程教育的概念。
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引用次数: 1
A grand challenge: optimum curriculum design 一个巨大的挑战:优化课程设计
T. Chan
It is obvious that in ten years, more and more students, whether teachers want it or not, will bring some computing devices equipped with wireless communication capabilities into the classrooms. This remarkably changes the way of teaching and learning. This work discusses a framework for orchestrating global collaborative activities towards some common goal that represents a grand challenge and beneficial both on local and global levels. This framework consists of some common goals, a group of leading researchers, some international industries, a forum, Web sites for resource sharing, and a collaboration-model. A prominent common goal is optimum curriculum design. How people learn with technology is a scientific inquiry, and by its own has been the aim of such endeavors. But, from the application point of view, one can say that all these endeavors are for accumulating knowledge in the hope that one day such knowledge can lead to optimum curriculum design. This work presents some arguments of this challenge.
很明显,在十年内,不管老师是否愿意,越来越多的学生将带一些配备无线通信功能的计算设备进入教室。这极大地改变了教与学的方式。这项工作讨论了一个协调全球合作活动的框架,以实现一些共同目标,这在地方和全球层面上都是一个巨大的挑战和有益的。该框架由一些共同目标、一组领先的研究人员、一些国际行业、一个论坛、用于资源共享的Web站点和一个协作模型组成。一个突出的共同目标是优化课程设计。人们如何利用技术学习是一种科学探索,它本身就是这种努力的目标。但是,从应用的角度来看,我们可以说,所有这些努力都是为了积累知识,希望有一天这些知识可以导致最优的课程设计。这项工作提出了这一挑战的一些论点。
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引用次数: 2
Knowledge-based automation of Web-based learning materials using semantic Web technologies 利用语义Web技术实现基于Web的学习材料的知识自动化
Y. Shirota
Today, an increasing number of junior and senior high schools, and universities use computer-network-based distance learning systems. However, teachers face a cost problem when developing learning materials for such systems. It takes much time, practice, and devotion to design and develop learning materials from scratch. The cost is particularly high when teachers try to create distance learning systems to help students interactively and naturally. I believe that we can leverage knowledge bases and semantic Web technologies for most of this work, and thereby largely relinquish it to computers. To justify this belief, we have developed a prototype system that can automate Web-based learning materials. The target problem is a mathematical optimization problem. This paper outlines the system and provides a concrete description of the automation process.
今天,越来越多的初中、高中和大学使用基于计算机网络的远程学习系统。然而,教师在为这些系统开发学习材料时面临成本问题。从头开始设计和开发学习材料需要花费大量的时间、实践和投入。当教师试图创建远程学习系统以互动和自然的方式帮助学生时,成本尤其高。我相信我们可以利用知识库和语义Web技术来完成大部分工作,从而在很大程度上将其交给计算机。为了证明这一信念,我们开发了一个原型系统,可以自动化基于web的学习材料。目标问题是一个数学优化问题。本文概述了该系统,并对自动化过程进行了具体描述。
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引用次数: 11
Visualizations and analyses of elementary school students' actions on Squeak environments 小学生在Squeak环境下行为的可视化与分析
T. Ogino, H. Takada, Y. Kambayashi
With the spread of computers and networks into schools, it becomes more and more important to make them useful for education. We are currently working on the project of holding Squeak workshops in schools. In these workshops, students try to make their original works, but there is no method to see the building process of their works and share their ideas. We propose an action history model for managing user operations on SqueakToys. In the model, the object manipulation events for the SqueakToys application level are captured and stored with the associations to mouse and keyboard events for the operating system level, so that we can focus on the important part of the building process. We have also designed the playback function of action histories at varying speed, as a visualization of action histories. In addition, analysis on the action histories and its utilization are discussed.
随着计算机和网络在学校的普及,使它们对教育有用变得越来越重要。我们目前正致力于在学校举办Squeak工作坊的项目。在这些工作坊中,学生们尝试制作自己的原创作品,但没有办法看到他们作品的制作过程和分享他们的想法。我们提出了一个操作历史模型来管理SqueakToys上的用户操作。在模型中,SqueakToys应用程序级别的对象操作事件被捕获并与操作系统级别的鼠标和键盘事件的关联一起存储,这样我们就可以专注于构建过程的重要部分。我们还设计了动作历史在不同速度下的回放功能,作为动作历史的可视化。此外,还对其作用历史和利用进行了分析。
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引用次数: 0
期刊
Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004.
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