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CodeSpells: embodying the metaphor of wizardry for programming

Published: 01 July 2013 Publication History

Abstract

This paper addresses how CodeSpells uses the metaphor of wizardry, along with an embodied API to engage students in learning to program in Java. Giving novice programmers a concrete representation of code has been encouraged and shown to help students understand the concepts with more ease. There have been many attempts to improve the novice learning experience by providing: a visual programming language, a hardware component or an application that is more approachable. The benefit of this research is that students are better able to understand how abstract code effects the environment.
We build on this work through CodeSpells by immersing novices in the abstraction of code through embodiment to allow them to understand complex and abstract programming problems as if they were being affected by what they wrote. In this paper we present a new approach to novice programming environments, one that embodies the user and encourages a quick grasp of introductory concepts followed by a deep understanding through exploration.

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cover image ACM Conferences
ITiCSE '13: Proceedings of the 18th ACM conference on Innovation and technology in computer science education
July 2013
384 pages
ISBN:9781450320788
DOI:10.1145/2462476
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 July 2013

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Author Tags

  1. computer science education
  2. cs1
  3. embodiment
  4. metaphor

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ITiCSE '13 Paper Acceptance Rate 51 of 161 submissions, 32%;
Overall Acceptance Rate 552 of 1,613 submissions, 34%

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  • (2024)Usage of Gamification Techniques in Software Engineering Education and Training: A Systematic ReviewComputers10.3390/computers1308019613:8(196)Online publication date: 14-Aug-2024
  • (2024)Evaluating Automatically Generated Contextualised Programming ExercisesProceedings of the 55th ACM Technical Symposium on Computer Science Education V. 110.1145/3626252.3630863(289-295)Online publication date: 7-Mar-2024
  • (2024)Code Legends: RPG Game as a Support Tool for Programming in High SchoolApplied Informatics10.1007/978-3-031-75144-8_19(281-294)Online publication date: 19-Oct-2024
  • (2024)Programming Learning Difficulties: How Can Naive Users Create Human-Machine Interaction Scenarios?Computers Helping People with Special Needs10.1007/978-3-031-62849-8_30(241-248)Online publication date: 8-Jul-2024
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  • (2021)A Bricklayer-Tech ReportWSEAS TRANSACTIONS ON COMPUTERS10.37394/23205.2021.20.1220(92-107)Online publication date: 16-Jul-2021
  • (2021)Exploring the Effects of Contextualized Problem Descriptions on Problem SolvingProceedings of the 23rd Australasian Computing Education Conference10.1145/3441636.3442302(30-39)Online publication date: 2-Feb-2021
  • (2021)Development of a Game to Foster Programming Thinking for Learning through Reading Program2021 IEEE International Conference on Engineering, Technology & Education (TALE)10.1109/TALE52509.2021.9678619(01-06)Online publication date: 5-Dec-2021
  • (2021)Studying the effects of teaching programming to lower secondary school students with a serious game: a case study with Python and CodeCombatEducation and Information Technologies10.1007/s10639-021-10596-yOnline publication date: 31-May-2021
  • (2020)Gamification's Role as a Learning and Assessment Tool in EducationLearning and Performance Assessment10.4018/978-1-7998-0420-8.ch038(812-822)Online publication date: 2020
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