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231 result(s) for "Programming (Computers) Fiction."
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Baby code! : play
How do you explain coding in playtime to a baby? By showing how it's all around them, and how they can take part in it, of course! By using items and experiences in a baby's world, like an electric swing or a ride at the amusement park, this charming board book full of bright, colorful illustrations is the perfect introduction to coding in active play for babies and their caregivers--and is sure to leave them wanting to learn more!--Amazon.com
Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.
Baby code! : music
\"How do you explain coding in music to a baby? By showing how it's all around them, and how they can take part in it, of course! By using experiences common in a baby's world, like hearing a melody from a mobile or tapping on an electronic xylophone, this charming board book full of bright, colorful illustrations is the perfect introduction to coding in music for babies and their caregivers--and is sure to leave them wanting to learn more!\"--Amazon.com.
Players unleashed!
It has been ten years since video game giant Electronic Arts first releasedThe Sims, the best-selling game that allows its players to create a household and then manage every aspect of daily life within it. And since its debut, gamers young and old have found ways to \"mod\"The Sims, a practice in which gamers manipulate the computer code of a game, and thereby alter it to add new content and scenarios. InPlayers Unleashed!-the first study of its kind-Tanja Sihvonen provides a fascinating examination of modding, tracing its evolution and detailing its impact onThe Simsand the game industry as a whole. Along the way, Sihvonen shares insights into specific modifications and the cultural contexts from which they emerge.
Exploring the Usability of Virtual Robotics Programming Curriculum for Robotics Programming Teaching
This study aims to explore the usability of the virtual robotics programming curriculum (VRP-C) for robotics programming teaching. Pre-service computer science (CS) teachers were trained for robotics programming teaching by using VRP-C in a scientific education activity. After training, views of the participants were revealed by using a scale and an evaluation form consisting of open-ended questions. Results show that VRP-C is compatible with the curriculum for robotics programming teaching in schools, and pre-service CS teachers tend to use VRP-C in their courses. They think that VRP-C will be beneficial for robotics programming teaching in terms of content, functionality, and cost. Compatibility, visual design, feedback, time management, fiction, gamification, and cost are the characteristics that increase the usability of VRP-C. VRP-C can be used as an online tool for robotics programming training due to the necessity of transition to distance education because of the COVID-19 pandemic.
How to code a rollercoaster
\"Pearl and her trusty rust-proof robot, Pascal, are enjoying a day out at the amusement park and learning more about coding\"-- Provided by publisher.
How to code a sandcastle
\"Pearl and her trusty rust-proof robot, Pascal, need to build a sandcastle before summer vacation is over, and they're going to do it using code\"-- Provided by publisher.
“Works like Magic”: Metaphor, Meaning, and the GUI in Snow Crash
Computers might well be said to work “like magic.” Graphical User Interfaces (GUIs) allow computers to work predictably but inscrutably. Central to the design of GUIs are visual metaphors that help users understand the function of interface elements. In 1992, as GUIs were supplanting command-based interfaces, Snow Crash was published. In it, Neal Stephenson offers a new take on the SF/cyberpunk conceit of “cyberspace” with “the Metaverse,” a VR world Stephenson claims was inspired by real-world GUI design principles. Yet in Stephenson's 1999 essay “In the Beginning… was the Command Line,” the author rails against metaphor-based interfaces, claiming such software separates users from total control of their systems, control that can only be achieved by learning computer code. Similarly, in Snow Crash, programming code itself is cast as magical, an analog to a pre-Babelian speech that can control human minds as if they are computers. While Stephenson's novel does show that GUIs can constrain what users can do with their computers—as well as articulate ideas about what computers are for—it does something else. Despite its attack on GUIs, Snow Crash sees the appeal of cyberspace visions as rooted in a human desire to interact with computers in a human way. The real “magic” of making computers mean something on a human level occurs through metaphor-based mental operations which long predate computers.