1995
DOI: 10.1007/978-1-5041-2896-4_24
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Learning graphical programming: An evaluation of KidSim™

Abstract: This paper presents part of an evaluation of a new children's programming environment, developed by Apple Computer Inc. for 10-13 year old children. We studied 56 children, generally working in groups of 2-3, using K.idSim ™ for between 2-12 hours, over a period of between 2 days and 3 weeks. The results show that children of this age can readily learn to master the programming environment, and that they greatly enjoy using the system-indeed in most cases it clearly fired their imaginations. However, questions… Show more

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Cited by 14 publications
(12 citation statements)
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“…Groups were not only interested in the worlds that they had created themselves, and in showing them to us, but they also showed interest in learning about the worlds created by the other groups of children and about how other groups had achieved various effects. We have described some of the problems of having children write programs elsewhere [9]. Briefly, these problems fall into the categories of repetitive rule-writing, failing to debug the program, rules that are too specific by virtue of having too large a spotlight, and system-specific problems (system speed, system crashes).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Groups were not only interested in the worlds that they had created themselves, and in showing them to us, but they also showed interest in learning about the worlds created by the other groups of children and about how other groups had achieved various effects. We have described some of the problems of having children write programs elsewhere [9]. Briefly, these problems fall into the categories of repetitive rule-writing, failing to debug the program, rules that are too specific by virtue of having too large a spotlight, and system-specific problems (system speed, system crashes).…”
Section: Discussionmentioning
confidence: 99%
“…For some rules ground was important, and for others it did not appear. This task is described in more detail elsewhere [9].…”
Section: Materials and Apparatusmentioning
confidence: 99%
“…The range of educational resources and models that have been developed using HyperCard, development of the system, however, is currently 'stalled', despite Michael Swaine's (1999) assessment of it as 'a powerful power-user-Ievel development system with no equal on any other platform, and the reason many people stay with the Mac'. At the same time, Apple's Cocoa modelling environment which was developed from the earlier KidSim system described by Smith et al (1994) and Gilmore et al (1997) is no longer supported by Apple although another software developer is continuing to develop this and other products. Swaine (1994) concludes his discussion of HyperCard with a plea to 'let us have [the long overdue] version 3.0 or let us have the source [code]'.…”
Section: The Influence Of Generic Softwarementioning
confidence: 98%
“…As Putnam (2002) has argued, a community's elders are a valuable resource, with the time, motivation, and wisdom to contribute to many community endeavors. In contrast, school children are energetic, curious, and comfortable with computing technology (Brown & Cole, 1997;Druin, 2002;Mayer et al, 1997;Lewis et al, 1997;Gilmore et al, 1995), but have little experience with community activities. For two years, we have conducted a community outreach project-COMMUNITYSIMS-under the premise that the assets and energies of the young and old can be synergized in a cross-generation learning community where members participate in a complementary fashion.…”
Section: Introductionmentioning
confidence: 99%