从康定斯基到Java(20世纪抽象艺术在编程学习中的应用)

C. Price
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引用次数: 5

摘要

在伍斯特大学,我们一直在努力寻找编程学习和教学的新方法,以提高学习质量和学生体验。在过去的三年里,我们使用了机器人,电脑游戏,以及最近对抽象艺术的研究来达到这个目的。本文讨论了我们使用抽象艺术作为背景的动机,详细介绍了我们的原则和方法,并报告了对学生体验的评估。我们的基本原则是,人们可以将康定斯基、克利和马列维奇等艺术家的作品视为面向对象(OO)的结构。因此,对这些作品的讨论可以用来介绍OO原则,探索类、方法和属性的含义,最后通过Java代码合成新的艺术作品。这项研究是在本科最后一年的“高级面向对象(Java)”编程模块和硕士面向对象编程(Java)模块的交付期间进行的。这允许对新手和有经验的程序员的学习进行比较评估。在本文中,我们确定了从我们的方法中出现的几个教学因素,并对相关教学法进行了反思。有关网站提供了ArtApplets的目录。
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From Kandinsky to Java (The Use of 20th Century Abstract Art in Learning Programming)
Abstract At the University of Worcester we are continually striving to find new approaches to the learning and teaching of programming, to improve the quality of learning and the student experience. Over the past three years we have used the contexts of robotics, computer games, and most recently a study of Abstract Art to this end. This paper discusses our motivation for using Abstract Art as a context, details our principles and methodology, and reports on an evaluation of the student experience. Our basic tenet is that one can view the works of artists such as Kandinsky, Klee and Malevich as Object-Oriented (OO) constructions. Discussion of these works can therefore be used to introduce OO principles, to explore the meaning of classes, methods and attributes and finally to synthesize new works of art through Java code. This research has been conducted during delivery of an “Advanced OOP (Java)” programming module at final-year Undergraduate level, and during a Masters’ OO-Programming (Java) module. This allows a comparative evaluation of novice and experienced programmers’ learning. In this paper, we identify several instructional factors which emerge from our approach, and reflect upon the associated pedagogy. A Catalogue of ArtApplets is provided at the associated web-site.
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