Diogene-CT: tools and methodologies for teaching and learning coding

Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students...

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Vydáno v:International Journal of Educational Technology in Higher Education Ročník 18; číslo 1; s. 1 - 26
Hlavní autoři: Mecca, Giansalvatore, Santoro, Donatello, Sileno, Nazzareno, Veltri, Enzo
Médium: Journal Article
Jazyk:angličtina
Vydáno: Cham Springer International Publishing 05.03.2021
BioMed Central, Ltd
Springer Nature B.V
SpringerOpen
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ISSN:2365-9440, 2365-9440
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Abstract Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME (“Code Animation by Evolved Metaphors”) that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments.
AbstractList Abstract Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME (“Code Animation by Evolved Metaphors”) that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments.
Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering and mathematics) using distinctive techniques that are typical of computer science. It is nowadays considered a fundamental skill for students and citizens, that has the potential to affect future generations. At the roots of computational-thinking abilities stands the knowledge of computer programming, i.e. coding. With the goal of fostering computational thinking in young students, we address the challenging and open problem of using methods, tools and techniques to support teaching and learning of computer-programming skills in school curricula of the secondary grade and university courses. This problem is made complex by several factors. In fact, coding requires abstraction capabilities and complex cognitive skills such as procedural and conditional reasoning, planning, and analogical reasoning. In this paper, we introduce a new paradigm called ACME ("Code Animation by Evolved Metaphors") that stands at the foundation of the Diogene-CT code visualization environment and methodology. We develop consistent visual metaphors for both procedural and object-oriented programming. Based on the metaphors, we introduce a playground architecture to support teaching and learning of the principles of coding. To the best of our knowledge, this is the first scalable code visualization tool using consistent metaphors in the field of the Computing Education Research (CER). It might be considered as a new kind of tools named as code visualization environments.
ArticleNumber 12
Audience Higher Education
Postsecondary Education
Secondary Education
Author Mecca, Giansalvatore
Veltri, Enzo
Santoro, Donatello
Sileno, Nazzareno
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  fullname: Veltri, Enzo
  email: enzo.veltri@unibas.it
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CitedBy_id crossref_primary_10_1016_j_cola_2025_101342
crossref_primary_10_1002_cae_22601
crossref_primary_10_1007_s10639_024_12928_0
crossref_primary_10_1186_s41239_021_00308_4
Cites_doi 10.1145/1089733.1089734
10.1109/EIT.2018.8500194
10.1145/1118178.1118215
10.1145/1345375.1345441
10.1145/2490822
10.1145/1539024.1508989
10.1006/jvlc.2002.0237
10.1076/csed.13.4.249.17496
10.1145/989863.989928
10.1145/1538234.1538236
10.1145/3077618
10.1016/j.compedu.2013.10.020
10.7551/mitpress/1972.001.0001
10.1145/1227504.1227481
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Copyright_xml – notice: The Author(s) 2021
– notice: The Author(s) 2021. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
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da Silva, T.R., Medeiros, T., & da Silva Aranha, E.H. (2015). The use of games on the teaching of programming: A systematic review. In CIbSE (p. 474)
Siekmann, G., & Korbel, P. (2016). Defining stem skills: Review and synthesis of the literature. In NCVER. Commonwealth of Australia, AU.
Jawad, H.M., de Laski-Smith, D., & Tout, S. (2018). The code genie programming environment. In 2018 IEEE International Conference on Electro/Information Technology (EIT) (pp. 0163–0168). https://doi.org/10.1109/EIT.2018.8500194.
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QianYLehmanJStudents’ misconceptions and other difficulties in introductory programming: A literature reviewACM Transactions on Computing Education (TOCE)2017181110.1145/3077618
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– reference: KöllingMThe greenfoot programming environmentACM Transactions on Computing Education (TOCE)201010414
– reference: MarínBFrezJCruz-LemusJGeneroMAn empirical investigation on the benefits of gamification in programming coursesACM Transactions on Computing Education (TOCE)20181914
– reference: BersMUFlanneryLKazakoffERSullivanAComputational thinking and tinkering: Exploration of an early childhood robotics curriculumComputers & Education20147214515710.1016/j.compedu.2013.10.020
– reference: Dehnadi, S. (2006). Testing programming aptitude. In PPIG, (p. 9).
– reference: BiggsJBCollisKFEvaluating the quality of learning: The SOLO Taxonomy (Structure of the Observed Learning Outcome)2014CambridgeAcademic Press
– reference: da Silva, T.R., Medeiros, T., & da Silva Aranha, E.H. (2015). The use of games on the teaching of programming: A systematic review. In CIbSE (p. 474)
– reference: Moreno, A., Myller, N., Sutinen, E., & Ben-Ari, M. (2004). Visualizing programs with jeliot 3. In Proceedings of the Working Conference on Advanced Visual Interfaces (pp. 373–376).
– reference: WingJMComputational thinkingCommunications of the ACM2006493333510.1145/1118178.1118215
– reference: Tsalapatas, H., Heidmann, O., Alimisi, R., & Houstis, E.N. (2012). Game-based programming towards developing algorithmic thinking skills in primary education.
– reference: KelleherCPauschRLowering the barriers to programming: A taxonomy of programming environments and languages for novice programmersACM Computing Surveys (CSUR)20053728313710.1145/1089733.1089734
– reference: GrossmanPResearch on pedagogical approaches in teacher educationStudying teacher education2009USRoutledge437488
– reference: Jawad, H.M., de Laski-Smith, D., & Tout, S. (2018). The code genie programming environment. In 2018 IEEE International Conference on Electro/Information Technology (EIT) (pp. 0163–0168). https://doi.org/10.1109/EIT.2018.8500194.
– reference: Ackermann, E., Gauntlett, D., & Foundation, C.W.L. (2009). Defining... systematic creativity. Retrieved from https://www.legofoundation.com/media/1078/systematic-creativity-report.pdf.
– reference: SorvaJKaravirtaVMalmiLA review of generic program visualization systems for introductory programming educationACM Transaction on Computing Education201310.1145/2490822
– reference: Marginson, S., Tytler, R., Freeman, B., & Roberts, K. (2013). Stem: Country comparisons: International comparisons of science, technology, engineering and mathematics (stem) education. Final report.
– reference: Pears, A., Seidman, S., Malmi, L., Mannila, L., Adams, E., Bennedsen, J., Devlin, M., & Paterson, J. (2007). A survey of literature on the teaching of introductory programming. In ACM Sigcse Bulletin, vol. 39 (pp. 204–223). ACM.
– reference: Siekmann, G., & Korbel, P. (2016). Defining stem skills: Review and synthesis of the literature. In NCVER. Commonwealth of Australia, AU.
– reference: HundhausenCDDouglasSAStaskoJTA meta-study of algorithm visualization effectivenessJournal of Visual Languages & Computing200213325929010.1006/jvlc.2002.0237
– reference: MaLFergusonJRoperMWoodMInvestigating the viability of mental models held by novice programmersACM SIGCSE Bulletin200739149950310.1145/1227504.1227481
– reference: Watt, H. (2016). Session d: Promoting girls’ and boys’ engagement and participation in senior secondary stem fields and occupational aspirations.
– reference: QianYLehmanJStudents’ misconceptions and other difficulties in introductory programming: A literature reviewACM Transactions on Computing Education (TOCE)2017181110.1145/3077618
– reference: KöllingMQuigBPattersonARosenbergJThe bluej system and its pedagogyComputer Science Education200313424926810.1076/csed.13.4.249.17496
– reference: HarveyBComputer science logo style: Symbolic computing1997CambridgeMIT Press10.7551/mitpress/1972.001.0001
– reference: BaylissJDUsing games in introductory courses: Tips from the trenchesACM SIGCSE Bulletin200941133734110.1145/1539024.1508989
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Snippet Computational thinking is the capacity of undertaking a problem-solving process in various disciplines (including STEM, i.e. science, technology, engineering...
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SubjectTerms Ability
Analogical reasoning
Animation
Architecture
CAI
Coding
Coding tools and techniques
Cognition
Cognition & reasoning
Cognitive skills
Colleges & universities
Computer Appl. in Social and Behavioral Sciences
Computer assisted instruction
Computer programming
Computer Science
Computer Science Education
Computers
Computers and Education
Curricula
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Educational support
Educational Technology
Higher Education
Humanities
Information Systems Applications (incl.Internet)
Law
Learning
Learning environments
Logical Thinking
Mathematics
Mental Computation
Metaphor
Object oriented programming
Playgrounds
Problem Solving
Programming
Reasoning
Research Article
Science and technology
Secondary Education
Skills
Statistics for Social Sciences
STEM Education
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Teaching
Teaching Methods
Thinking Skills
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Title Diogene-CT: tools and methodologies for teaching and learning coding
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Volume 18
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