基于示例的编程:学习编程的相关可视化方法

Nicolas Guibert, P. Girard, L. Guittet
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引用次数: 24

摘要

众所周知,计算机科学入门课程对学生来说很难。Kaasboll[1]报告说,世界范围内的退学率或失败率从25%到80%不等。这种解释与编程的本质有关:“编程就是让计算机完成一项任务”[2]。在这个定义中,我们可以注意到三个内在的困难:我们如何定义它,并指定它?•抽象过程。为了“由……完成”,学生需要创建一个涵盖每个任务行为的静态模型。•“认知差距”。新手程序员很难对计算机及其“心态”进行建模,这需要用计算机可读的方式来表达任务模型。编程语言的糟糕可用性增加了这种困难。编辑-运行-调试循环中缺乏交互性通常被认为是造成这些困难的一个重要因素。在70年代中期,Smith[3]与Pygmalion一起引入了另一种编程范式:示例编程,其中算法不是抽象地描述,而是通过具体的示例进行演示。这种方法对新手有几个好处。它允许他们具体地工作,并以自己的思维方式表达解决方案,而不必接受以计算机为中心的思维方式。编程过程变得交互式,并且由于PbE语言是“动画”语言,因此不需要将动态过程转换为任何静态表示。在本文中,我们调查了新手程序员和现有的PbE语言,以展示如何使用可视化和基于示例的范式来改进编程教学。基于这项研究,我们给出了一个新的基于示例的编程环境(称为Melba)的一些元素,该环境旨在帮助新手程序员学习编程。
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Example-based programming: a pertinent visual approach for learning to program
Computer Science introductory courses are known to be difficult for students. Kaasboll [1] reports that drop-out or failure rates vary from 25 to 80 % world-wide. The explanation is related to the very nature of programming: "programming is having a task done by a computer" [2]. We can notice three internal difficulties in this definition:• The task itself. How do we define it, and specify it?• The abstraction process. In order to "have it done by..." students need to create a static model covering each task behavior.• The "cognitive gap". It is difficult for novice programmers to model the computer, and its "mindset", which is required to express the task model in a computer-readable way. The bad usability of programming languages increases this difficulty.The lack of interactivity in the editing-running-debugging loop is often pointed as an important aggravating factor for these difficulties. In the mid-seventies, Smith [3] introduced with Pygmalion another programming paradigm: Programming by Examples, where algorithms are not described abstractly, but are demonstrated through concrete examples. This approach involves several advantages for novices. It allows them to work concretely, and to express the solution in their own way of thinking, instead of having to embrace a computer-centered mindset. The programming process becomes interactive, and as PbE languages are "animated" languages, no translation from the dynamic process to any static representation is required.In this paper we investigate both the novice programmer and existing PbE languages, to show how visual and example-based paradigms can be used to improve programming teaching. We give some elements of a new Example-based Programming environment, called Melba, based on this study, which has been designed to help novice programmers learning to program.
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