Mostrar el registro sencillo del ítem

dc.contributor.authorVidal Duarte, Elizabeth
dc.contributor.authorCastro Gutierrez, Eveling
dc.contributor.authorAedo, Marco
dc.identifier.citationTurtle Java, Fig 3. Python's Turtle First Assigment Session 2C: Tool, Tips, and Courseware ITiCSE '17, July 3-5, 2017, Bologna, Italyes_ES
dc.description.abstractEducators have long been trying to motivate students in their introductory programming courses. Games help students to practice formulas, facts and processes, motivating learning by adding fun. This work describes our experience in the use of Lightbot and the graphic library Turtle to introduce students to the concepts of algorithm and function. This approach has been implemented in two Universities in Arequipa. We present the assignments used in the first and second session of CS1. Our experience has shown us that students get a clear understanding of algorithm and functions that are later implemented with Python (Universidad La Salle) and Java (Universidad Nacional de San Agustin). We believe that the visual nature of games and the graphical component to teaching anything is more effective for students. Results were measured by students' perception in 2016.es_ES
dc.publisherTool, Tips, and Courseware ITiCSE '17es_ES
dc.sourceRepositorio Institucional - ULASALLEes_ES
dc.subjectintroducción algoritmoses_ES
dc.titleWhen the Robot Meets the Turtle: A Gentle Introduction to Algorithms and Functionses_ES
dc.identifier.journalthe 2017 ACM Conferencees_ES
dc.description.peer-reviewDoble- Ciegoes_ES

Ficheros en el ítem


Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem

Excepto si se señala otra cosa, la licencia del ítem se describe como info:eu-repo/semantics/restrictedAccess