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dc.contributor.authorVidal Duarte, Elizabeth
dc.date.accessioned2019-04-02T21:54:03Z
dc.date.available2019-04-02T21:54:03Z
dc.date.issued2016-07-11
dc.identifier.citationElizabeth Vidal Duarte. 2016. Teaching the First Programming Course with Python's Turtle Graphic Library. In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16). ACM, New York, NY, USA, 244-245. DOI: https://doi.org/10.1145/2899415.2925499es_ES
dc.identifier.isbn978-1-4503-4231-5
dc.identifier.urihttp://repositorio.ulasalle.edu.pe/handle/20.500.12953/66
dc.description.abstractHow to keep students interested in a CS1 course is not new to those who teach the subject. This work describes our experience in the use of Python with its Turtle Graphic Library in a game-oriented approach that seeks to increase the interest and motivation of students. We present the assignment for branch, loops and functions: the simulation of a basic game with a spaceship that can shoot a bullet to the enemy. Our experience has shown us that students get engaged and motivate themselves with the graphical component. We have found an improvement in students' grades.es_ES
dc.formatapplication/mswordes_ES
dc.language.isoengeng_US
dc.publisherITICSEes_ES
dc.relationinfo:eu-repo/semantics/articlees_ES
dc.relation.urihttps://dl.acm.org/citation.cfm?id=2925499es_ES
dc.rightsinfo:eu-repo/semantics/restrictedAccesses_ES
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/es_ES
dc.sourceRepositorio Institucional - ULASALLEes_ES
dc.subjectCS1, Phyton,es_ES
dc.titleTeaching the First Programming Course with Python's Turtle Graphic Libraryes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.identifier.journalIn Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16)es_ES
dc.description.peer-reviewDoble- Ciegoes_ES
dc.identifier.doi10.1145/2899415.2925499es_ES
dc.subject.ocdePhytones_ES


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