2017
DOI: 10.1007/978-3-319-55553-9_15
|View full text |Cite
|
Sign up to set email alerts
|

The Combined Use of Lego Mindstorms NXT and App Inventor for Teaching Novice Programmers

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

1
35
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
5
3

Relationship

2
6

Authors

Journals

citations
Cited by 37 publications
(36 citation statements)
references
References 19 publications
1
35
0
Order By: Relevance
“…With the rapidly increasing popularity of the Internet in recent years, the delivery of learning programs has gradually shifted from local desktop to online-based applications [5]. Consequently, the role of e-learning has transformed completely as recent advances in Information Technology (IT) and the advent of Web 2.0 technologies enabled the creation of learning content that is no longer based on textbooks and learning guides [32,33,34,35]. E-learning is electronic learning, meaning that it is not traditional learning in a classroom with a teacher and students, plus the board.…”
Section: Introductionmentioning
confidence: 99%
“…With the rapidly increasing popularity of the Internet in recent years, the delivery of learning programs has gradually shifted from local desktop to online-based applications [5]. Consequently, the role of e-learning has transformed completely as recent advances in Information Technology (IT) and the advent of Web 2.0 technologies enabled the creation of learning content that is no longer based on textbooks and learning guides [32,33,34,35]. E-learning is electronic learning, meaning that it is not traditional learning in a classroom with a teacher and students, plus the board.…”
Section: Introductionmentioning
confidence: 99%
“…According to Freudenthal et al (2010), the teaching of algorithmisation and programing should be made so as to minimise the cognitive load while maximising the pedagogical value. Student involvement is often the catalyst for educational improvements and is often successful when the 'classroom context' is consistent with student interests and goals, and encourage students to assess what they learn (Gray et al, 2012;Papadakis et al, 2014;Papadakis and Orfanakis, 2017). Margulieux et al (2012) point out that the difficulties facing students in learning computer programing skills can be successfully addressed by transforming an introductory programing course from a simple lecture into an easy and fun experience, and there are several strategies for achieving those goals.…”
Section: Novice Programing Environmentsmentioning
confidence: 99%
“…Researchers state that although novice programmers are often interested in programing due to their previous experience with video games and multimedia applications (Orfanakis and Papadakis, 2016), they get easily discouraged because they find it extremely difficult and time-consuming to create their own applications (Cooper et al, 2003). By contrast, other studies show that school-aged students show increased interest and ability in programing only if they deal with it in an attractive way (Hylton and Otoupal, 2005;Papadakis and Orfanakis, 2017).…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…In this sense, we can find several proposals for programming and CT teaching in a way that engages students with educational software or visual block-based programming environments [5,6]. For example, in [7], an analysis on the use of visual block-based programming for teaching introductory programming is presented using Scratch and App Inventor environments, and in [8], the combination of Lego Mindstorms and App Inventor is used for teaching novice programmers. In this line, in [9], a comparison between programming environments is carried out with the focus on secondary education.…”
Section: Introductionmentioning
confidence: 99%