Proceedings of the 2015 ACM Conference on Innovation and Technology in Computer Science Education 2015
DOI: 10.1145/2729094.2742626
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A Teaching System to Learn Programming

Abstract: The Programmer's Learning Machine (PLM) is an interactive exerciser for learning programming and algorithms. Using an integrated and graphical environment that provides a short feedback loop, it allows students to learn in a (semi)-autonomous way. This generic platform also enables teachers to create specific programming microworlds that match their teaching goals. This paper discusses our design goals and motivations, introduces the existing material and the proposed microworlds, and details the typical use c… Show more

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Cited by 9 publications
(2 citation statements)
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“…• Drill-and-practice systems, which are program submission systems containing a host of built-in problems and a lesson plan, that is, an order in which those problems should be presented to the student, such as CodeWorkout [186], CodeWrite [161], CodeLab [51], Projekt Tomo [386], The Programmer's Learning Machine (PLM) [532], EduJudge [678], AlgoWeb [173], and a tool from Viope [114]. Some also include animation [561].…”
Section: Toolsmentioning
confidence: 99%
“…• Drill-and-practice systems, which are program submission systems containing a host of built-in problems and a lesson plan, that is, an order in which those problems should be presented to the student, such as CodeWorkout [186], CodeWrite [161], CodeLab [51], Projekt Tomo [386], The Programmer's Learning Machine (PLM) [532], EduJudge [678], AlgoWeb [173], and a tool from Viope [114]. Some also include animation [561].…”
Section: Toolsmentioning
confidence: 99%
“…There is still a need to develop new teaching methods for learning in introductory programming courses. Researches have constantly addressed this issue (Quinson & Oster, 2015;Valerie & Guzdial, 2015;Dasgupta & Resnick, 2014;Kalelioglu & Gulbahar, 2014;Flannery et al, 2013).…”
Section: Introductionmentioning
confidence: 99%