A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers
Abstract
:1. Introduction
2. Background
2.1. Major Problems in Learning Programming
2.1.1. Subject and Complexity of Languages
2.1.2. Technologies and Applications
2.1.3. Teachers and Teaching Methodologies
2.1.4. Pupils’ Skills
2.2. Visual and Block-based Programming Environment
3. Research Purpose
- Identify the typology of the programming language;
- Identify the typology of processing or execution;
- Recognize the core programming concepts that can be taught;
- Evaluate the potentialities in terms of deepening programming learning;
- Analyse the possibility of connecting to other areas of knowledge;
- Analyse the typology of the programming;
- Analyse the possibility of programming multiple scenarios, actors and sprites;
- Evaluate their suitability by age or grade;
- Analyse the functionalities available for teachers;
- Identify the technical system requirements and price.
4. Methods
4.1. Context
4.2. Participants
4.3. Procedures
4.4. Categories of Analysis
5. Findings
6. Discussion and Conclusions
7. Future Work
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Appendix A
Categories | CodeMove PT | Run Marco (All Can Code) | Bee-Bot Emulator | Blockly Games | Cargo-Bot | Code for Life Rapid Router | Code Monkey | Code Studio | Coding With Chrome | Kodu | Lego Bits and Bricks | Lightbot | app Inventor | micro:bit | Kodular | Thunkable | mBlock | Code Combat | Scratch | ScratchJr | The FooS | Tynker Hour of Code | Alice | Tynker IDE | Pencil Code | Snap! | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Programming Aspects | |||||||||||||||||||||||||||
Programming (typology) | Blocks | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||
Lines of code | X | X | X | ||||||||||||||||||||||||
Both | X | X | X | X | X | X | X | X | X | ||||||||||||||||||
Translate blocks to text | X | X | X | X | X | X | X | X | X | ||||||||||||||||||
Language | Symbolic | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||
Text | X | X | X | X | X | X | X | ||||||||||||||||||||
Both | X | X | X | X | X | ||||||||||||||||||||||
Programming structures | Arithmetic operators | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||
Relational and logic operators | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||
Variables and constants | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||
Decisions structures | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||
Repetitions structures (Loops) | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||
Functions | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||
Type of processing | Sequencial | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||
Parallel | X | X | X | ||||||||||||||||||||||||
Both | X | X | X | X | X | ||||||||||||||||||||||
User can evolve in programming skills | Weak | X | X | ||||||||||||||||||||||||
Reasonable | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||||
Good | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||||||
Requirements | |||||||||||||||||||||||||||
Requires continuous internet connection | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||
Requires Login or Classroom Code for younger children | Login (L) Classroom Code (C) | L or C | L | L | |||||||||||||||||||||||
Operating system | Browser | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||
Windows | X | X | X | X | X | X | X | X | |||||||||||||||||||
IOS | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||||||
Android | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||||||
MAC | X | X | X | ||||||||||||||||||||||||
Equipment’s | Computers | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||
Tablets | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||
Smartphones | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||
Available in Portuguese (PT, BR) | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||
Available in English | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||
Price | Free | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||
Partially free | X | X | X | X | |||||||||||||||||||||||
Paid | X | ||||||||||||||||||||||||||
Minimum amount at publication date in $USD Total (T) or per Month (M) | 4 (M) | 2.69 (T) | 15 only board | 20 (M) | 7.99(M) | 10 (M) | |||||||||||||||||||||
User Interaction | |||||||||||||||||||||||||||
Environment stimulating for children | Weak | X | |||||||||||||||||||||||||
Reasonable | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||||
Good | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||||||
Activities (typology) | Pre-defined | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||
Open | X | X | X | ||||||||||||||||||||||||
Both | X | X | X | X | X | X | X | X | X | X | |||||||||||||||||
Scenarios | Do not permit | X | X | X | |||||||||||||||||||||||
Only one | X | X | X | X | |||||||||||||||||||||||
Multiple | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||
Creation of a new ones | X | X | X | X | X | X | X | X | X | X | |||||||||||||||||
Multimedia | Audio | X | X | X | X | X | X | X | X | X | |||||||||||||||||
Image | X | X | X | X | X | X | X | X | X | X | |||||||||||||||||
Video | X | X | X | X | X | X | X | ||||||||||||||||||||
Pre-defined by the software | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||
Actors/Sprites | Only one | X | X | X | X | X | X | X | |||||||||||||||||||
Multiples | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||||
Creation of a new sprites | X | X | X | X | X | X | X | ||||||||||||||||||||
Actors pre-defined by the application | X | X | |||||||||||||||||||||||||
Programming Actors/Sprites | One | X | X | X | X | X | X | X | X | X | X | ||||||||||||||||
Two or more | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||||
Not applicable | X | ||||||||||||||||||||||||||
Create drawings | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||
User can enter data | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||
Programming Tangible Objects | |||||||||||||||||||||||||||
Programming robots | X | X | X | X | X | X | |||||||||||||||||||||
Programming Drones | X | X | |||||||||||||||||||||||||
Programming for Mobile Devices | X | X | X | ||||||||||||||||||||||||
Pedagogical Adequacy | |||||||||||||||||||||||||||
Age/ school grade suitability | Preschool | X | X | X | X | X | X | ||||||||||||||||||||
K1- K4 | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||
K5 - K6 | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||
K7- K9 | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||
K10 - K12 | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||||||
Adequate to articulate with other curricular domains | Preschool | ||||||||||||||||||||||||||
Area of Society and Citizenship | X | X | X | X | X | X | |||||||||||||||||||||
Area of Expression and Communication | X | X | X | X | |||||||||||||||||||||||
- Motor abilities | X | X | X | X | |||||||||||||||||||||||
- Artistic abilities | X | X | X | X | X | X | |||||||||||||||||||||
- Oral and Written abilities | X | X | X | X | |||||||||||||||||||||||
- Mathematical abilities | X | X | X | X | X | X | |||||||||||||||||||||
Areas of Knowledge | X | X | X | X | X | ||||||||||||||||||||||
K1–k12 | |||||||||||||||||||||||||||
Mathematics | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||
Language | X | X | X | X | X | X | X | X | X | X | |||||||||||||||||
English | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||
Sciences, History, Geography, etc. | X | X | X | X | X | X | X | X | X | X | X | X | |||||||||||||||
Arts and Physical Education | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | ||||||||||||
Society and Citizenship | X | X | X | X | X | X | X | X | |||||||||||||||||||
Tools for the teacher | Create groups | X | X | X | X | X | X | ||||||||||||||||||||
Monitoring activities | X | X | X | X | X | X | X | ||||||||||||||||||||
Share with others | X | X | X | X | X | X | X | X | |||||||||||||||||||
Tutorials, Lesson Plans | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
References
- Wing, J.M. Computational thinking. Commun. ACM 2006, 49, 33–35. [Google Scholar] [CrossRef]
- Papert, S. Mindstorms: Children, Computers, and Powerful Ideas; Basic Books: New York, NY, USA, 1980. [Google Scholar]
- Papert, S.; Harel, I. Situating Constructionism; MIT Press: Cambridge, MA, USA, 1991. [Google Scholar]
- Bell, T.; Tymann, P.; Yehudai, A. The Big Ideas in Computer Science for K–12 Curricula. Eur. Assoc. Theor. Comput. Sci. 2018, 124, 2–12. [Google Scholar]
- Heintz, F.; Mannila, L.; Färnqvist, T. A review of models for introducing computational thinking, computer science and computing in K-12 education. In Proceedings of the Frontiers in Education Conference (FIE), Erie, PA, USA, 12–15 October 2016; pp. 1–9. [Google Scholar] [CrossRef]
- Hubwieser, P. Computer Science Education in Secondary Schools—The Introduction of a New Compulsory Subject. Trans. Comput. Educ. 2012, 12, 16:1–16:41. [Google Scholar] [CrossRef]
- Hubwieser, P.; Armoni, M.; Giannakos, M.N. How to Implement Rigorous Computer Science Education in K-12 Schools? Some Answers and Many Questions. Trans. Comput. Educ. 2015, 15, 5:1–5:12. [Google Scholar] [CrossRef]
- Sáez-López, J.M.; Román-González, M.; Vázquez-Cano, E. Visual programming languages integrated across the curriculum in elementary school: A two year study using “Scratch” in five schools. Comput. Educ. 2016, 97, 129–141. [Google Scholar] [CrossRef]
- DGE. Aprendizagens Essenciais para da Disciplina de TIC; Direção-geral da Educação, Ministério da Educação de Portugal: Lisboa, Portugal, 2017.
- Gomes, A.; Mendes, A.J. Learning to program—Difficulties and solutions. In Proceedings of the International Conference on Engineering Education—ICEE, Coimbra, Portugal, 3–7 September 2007. [Google Scholar]
- Martins, S.W.; Mendes, A.J.; Figueiredo, A.D. Diversifying Activities to Improve Student Performance in Programming Courses. Commun. Cogn. 2013, 46, 39–58. [Google Scholar]
- Jenkins, T. On the difficulty of learning to program. In Proceedings of the 3rd Annual Conference of LTSN-ICS, Loughborough, UK, 23 August 2002. [Google Scholar]
- Katai, Z.; Toth, L. Technologically and artistically enhanced multi-sensory computer-programming education. Teach. Teach. Educ. 2010, 26, 244–251. [Google Scholar] [CrossRef]
- Wang, Y.; Li, H.; Feng, Y.; Jiang, Y.; Liu, Y. Assessment of programming language learning based on peer code review model: Implementation and experience report. Comput. Educ. 2012, 59, 412–422. [Google Scholar] [CrossRef]
- Garneli, V.; Giannakos, M.N.; Chorianopoulos, K. Computing education in K–12 schools: A review of the literature. In Proceedings of the 2015 IEEE Global Engineering Education Conference (EDUCON), Tallinn, Estonia, 18–20 March 2015; pp. 543–551. [Google Scholar]
- Navarrete, C.C. Creative thinking in digital game design and development: A case study. Comput. Educ. 2013, 69, 320–331. [Google Scholar] [CrossRef]
- Webb, H.C.; Rosson, M.B. Exploring careers while learning Alice 3D: A summer camp for middle school girls. In Proceedings of the 42nd ACM Technical Symposium on Computer Science Education, Dallas, TX, USA, 9–12 March 2011; ACM: New York, NY, USA, 2011; pp. 377–382. [Google Scholar]
- Maya, I.; Pearson, J.N.; Tapia, T.; Wherfel, Q.M.; Reese, G. Supporting all learners in school-wide computational thinking: A cross-case qualitative analysis. Comput. Educ. 2015, 82, 263–279. [Google Scholar]
- Kelleher, C.; Pausch, R. Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers. ACM Comput. Surv. CSUR 2005, 37, 83–137. [Google Scholar] [CrossRef]
- Grover, S.; Pea, R. Computational thinking in K-12: A review of the state of the field. Educ. Res. 2013, 42, 38–43. [Google Scholar] [CrossRef]
- Lewis, C.M. Is pair programming more effective than other forms of collaboration for young students? Comput. Sci. Educ. 2011, 21, 105–134. [Google Scholar] [CrossRef]
- Sengupta, P.; Farris, A.V. Learning kinematics in elementary grades using agent-based computational modeling: A visual programming-based approach. In Proceedings of the 11th International Conference on Interaction Design and Children, Bremen, Germany, 12–15 June 2012; ACM: New York, NY, USA, 2012; pp. 78–87. [Google Scholar]
- Sengupta, P.; Kinnebrew, J.S.; Basu, S.; Biswas, G.; Clark, D. Integrating computational thinking with K-12 science education using agent-based computation: A theoretical framework. Educ. Inf. Technol. 2013, 18, 351–380. [Google Scholar] [CrossRef]
- Webb, H.C.; Rosson, M.B. Using scaffolded examples to teach computational thinking concepts. In Proceedings of the 44th ACM Technical Symposium on Computer Science Education, Denver, CO, USA, 6–9 March 2013; ACM: New York, NY, USA, 2013; pp. 95–100. [Google Scholar]
- Rahmat, M.; Shahrina, S.; Latih, R.; Yatim, N.F.M.; Zainel, N.F.A.; Rahman, R.A. Major Problems in Basic Programming that Influence Student Performance. Procedia Soc. Behav. Sci. 2012, 59, 287–296. [Google Scholar] [CrossRef] [Green Version]
- Kordaki, M. A drawing and multi-representational computer environment for beginner learning of programming using C: Design and pilot formative evaluation. Comput. Educ. 2010, 54, 69–87. [Google Scholar] [CrossRef]
- Wilson, A.; Moffat, D.C. Evaluating Scratch to Introduce Younger Schoolchildren to Programming; PPIG, 2010; pp. 1–12. Available online: http://scratched.media.mit.edu/sites/default/files/wilson-moffatppig2010-final.pdf (accessed on 6 May 2019).
- Robins, A.; Rountree, J.; Rountree, N. Learning and teaching programming: A review and discussion. Comput. Sci. Educ. 2003, 13, 137–172. [Google Scholar] [CrossRef]
- Cheng, G. Exploring factors influencing the acceptance of visual programming environment among boys and girls in primary schools. Comput. Hum. Behav. 2019, 92, 361–372. [Google Scholar] [CrossRef]
- Eckerdal, A. Novice Programming Students’ Learning of Concepts and Practice. Ph.D. Thesis, Uppsala University, Uppsala, Sweden, 2009. Available online: http://uu.diva-portal.org/smash/get/diva2:173221/FULLTEXT01.pdf (accessed on 11 April 2019).
- Yang, T.-C.; Hwang, G.-J.; Yang, S.J.H.; Hwang, G.-H. A Two-Tier Test-based Approach to Improving Students’ Computer-Programming Skills in a Web-Based Learning Environment. Educ. Technol. Soc. 2015, 18, 198–210. [Google Scholar]
- Baser, M. Attitude, gender and achievement in computer programming. Middle East J. Sci. Res. 2013, 14, 248–255. [Google Scholar]
- Carter, J.; Jenkins, T. Gender and programming: What’s going on? ACM SIGCSE Bull. 1999, 31, 1–4. [Google Scholar] [CrossRef]
- Korkmaz, Ö.; Altun, H. Engineering and CEIT student’s attitude towards learning computer programming. Int. J. Soc. Sci. 2013, 6, 1169–1185. [Google Scholar] [CrossRef]
- Sullivan, A.; Bers, M.U. Girls, boys, and bots: Gender differences in young children’s performance on robotics and programming tasks. J. Inf. Technol. Educ. Innov. Pract. 2016, 15, 145–165. [Google Scholar] [CrossRef]
- Franklin, D.; Skifstad, G.; Rolock, R.; Mehrotra, I.; Ding, V.; Hansen, A.; Weintrop, D.; Harlow, D. Using upper-elementary student performance to understand conceptual sequencing in a blocks-based curriculum. In Proceedings of the 2017 ACM SIGCSE Technical Symposium Computer Science Education, Seattle, WA, USA, 8–11 March 2017; ACM: New York, NY, USA, 2017; pp. 231–236. [Google Scholar]
- Myers, B. Taxonomies of visual programming and program visualization. J. Vis. Lang. Comput. 1990, 1, 97–123. [Google Scholar] [CrossRef]
- Lye, S.; Koh, J. Review on teaching and learning of computational thinking through programming: What is next for K-12? Comput. Hum. Behav. 2014, 41, 51–61. [Google Scholar] [CrossRef]
- Weintrop, D.; Wlensky, U. How block-based, texto-based and hybrid block/text modalities shape novice programming practices. Int. J. Child Comput. Interact. 2018, 17, 83–92. [Google Scholar] [CrossRef]
- Bau, D.; Gray, J.; Kelleher, C.; Sheldon, J.; Turbak, F. Learnable Programming: Blocks and Beyond. Commun. ACM 2017, 60, 72–80. [Google Scholar] [CrossRef]
- Kolling, M.; Brown, N.; Altadmri, A. Frame-Based Editing. J. Vis. Lang. Sentient Syst. 2017, 3, 40–67. [Google Scholar] [CrossRef]
- Weintrop, D.; Holbert, N. From blocks to text and back: Programming patterns in a dual-modality environment. In Proceedings of the 48th ACM Technical Symposium on Computer Science Education, Seattle, WA, USA, 8–11 March 2017; ACM: New York, NY, USA, 2017. [Google Scholar]
- Matsuzawa, Y.; Ohata, T.; Sugiura, M.; Sakai, S. Language migration in non-cs Introductory programming through mutual language translation environment. In Proceedings of the 46th ACM Technical Symposium on Computer Science Education, Kansas City, MI, USA, 4–7 March 2015; ACM Press: New York, NY, USA, 2015; pp. 185–190. [Google Scholar]
- Grover, S.; Pea, R.; Cooper, S. Designing for deeper learning in a blended computer science course for middle school students. Comput. Sci. Educ. 2015, 25, 199–237. [Google Scholar] [CrossRef]
- Salant-Meerbaum, O.; Armoni, M.; Ben-Ari, M. Learning computer science concepts with scratch. Comput. Sci. Educ. 2013, 23, 239–264. [Google Scholar] [CrossRef]
- Johngard, K.; McDonald, J. Using Alice in overview courses to improve success rates in programming I. In Proceedings of the 2008 21st Conference on Software Engineering Education and Training, Charleston, SC, USA, 14–17 April 2008; pp. 75–79. [Google Scholar]
- Mullins, P.; Whitfield, D.; Conlon, M. Using Alice 2.0 as a first language. J. Comput. Sci. Coll. 2009, 24, 136–143. [Google Scholar]
- Dann, W.; Cooper, S.; Pausch, R. Learning to Program with Alice; Prentice Hall Press: Upper Saddle River, NJ, USA, 2011. [Google Scholar]
- Freitas, S.; Liarokapis, F. Serious Games: A New Paradigm for Education? In Serious Games and Edutainment Applications; Ma, M., Oikonomou, A., Jain, L., Eds.; Springer: London, UK, 2011. [Google Scholar]
Categories | Possibilities |
---|---|
Programming (typology) | Blocks; Lines of code; Both |
Language | Symbolic; Text; Both |
Translate blocks to text | Yes; No |
Programming structures | Arithmetic operators; Relational and logical operators; Variables and constants; Decision structures; Loops; Functions. |
Type of processing | Sequential; Parallel |
User can evolve in programming skills | Yes; No |
Categories | Possibilities |
---|---|
Requires continuous internet connection | Yes; No |
Requires Login or Classroom Code for younger children | Login; Classroom Code |
Operating system | Browser; Windows; IOS; Android; Mac; Other |
Equipment | Computers; Tablets; Smartphones |
Available in Portuguese | Yes; No |
Available in English | Yes; No |
Price | Free; Partially free; Paid |
Categories | Possibilities |
---|---|
Stimulating environment for kids | Yes; No |
Activities (typology): | Pre-defined; Open; Both |
Scenarios | None; Only one; Multiple; Creation of new ones |
Multimedia | Audio; Image; Video; Pre-defined by the software |
Actors/sprites | One; Many; Creation of new sprites |
Programming actors/sprites | None; One; Two or more |
Creating drawings | Yes; No |
User can enter data | Yes; No |
Stimulating environment for kids | Yes; No |
Activities (typology): | Pre-defined; Open; Both |
Categories | Possibilities |
---|---|
Programming robots | Yes; No |
Programming drones | Yes; No |
Programming for mobile devices | Yes; No |
Categories | Possibilities |
---|---|
Age/ school grade suitability | Pre-school; k1–k4; k5–k6; k7–k9; k10–k12 |
Adequate to articulate with other curricular domains | Area of Society and Citizenship; Area of Expression and Communication (motor abilities; artistic abilities; oral and Written abilities; mathematical abilities); K1–k12; Mathematics; Language; English; Sciences; History; Geography; Arts and Physical Education; Society and Citizenship; |
Tools for teachers | Manage or create groups; Monitoring activities; Share with others; Tutorial and Lesson Plans; |
Visual or Block Programming Environment | Short Description | Available in |
---|---|---|
CodeMove PT | Environment providing games with different levels where, as a team, students have to program to achieve the goals. This app was developed by the Portuguese Movement “CodeMove PT” to improve the programming skills of Portuguese students. | https://codemove.pt/ |
Run Marco (All Can Code) | An adventure game with different levels through which you learn to code in a similar way to Hour of Code. | https://www.allcancode.com/hourofcode |
Bee-Bot Emulator | Emulates the bee-bot robot on the screen. You can have different scenarios to control the Bee-bot, basically using four commands (forward, backward, left, right). | https://www.bee-bot.us/emu/beebot.html |
Blockly Games | Series of games that teach programming to children without prior experience in computer programming. | https://blockly-games.appspot.com/ |
Cargo-Bot | A set of puzzle games that challenges users while helping them to learn programming concepts. | https://itunes.apple.com/pt/app/cargo-bot/id519690804 https://www.microsoft.com/pt-br/p/cargobot/9nblggh4r05c |
Code for Life Rapid Router | Uses a coding game to teach the first principles of computer programming that are covered in the National Computing curriculum (UK). | https://www.codeforlife.education/ |
Code Monkey | Uses line programming (CoffeeScript) to teach the basics of programming to children while they play a game. Students can apply their acquired skills to develop their own games. | https://www.playcodemonkey.com/ |
Code Studio | Environment providing games with different levels where students have to program to achieve the goals. | https://studio.code.org/courses |
Lego Bits and Bricks | A simulated robot has to solve some challenges using a visual language, similar to ScratchJr. | https://www.lego.com/en-us/kids/games/bits-and-bricks-2ca484b751a946559fe6ebf0ecb10e66 |
Kodu | Children can create games on the PC, via a simple visual programming language. There is a community on the web which could be used to share programs. | https://www.kodugamelab.com/ |
Lightbot | A simulated robot has to be programmed in order to solve different puzzles. | http://lightbot.com/ |
App inventor | Visual programming environment that allows users to build fully functional apps for smartphones and tablets. | http://appinventor.mit.edu/explore/ |
Micro:bit | Computer board and IDE environment created by the BBC to learn programming using a visual language or JavaScript. | https://microbit.org/ |
Kodular | A programming environment based on App Inventor where you can create mobile apps. Experts in programming can use its IDE and develop apps in Java. | https://www.kodular.io/ |
Thunkable | An environment to create mobile apps using a visual programming language. | https://thunkable.com/ |
mBlock | An IDE environment where you can learn how to code (using visual code blocks), exploring the objects already available or creating new ones, and program robots and drones. | http://www.mblock.cc/ |
Scratch | An IDE environment where you can learn how to code (using visual code blocks), exploring the sprites already available or creating new ones. | https://scratch.mit.edu/ |
ScratchJr. | A simplified version of Scratch developed for young children. | https://www.scratchjr.org/ |
The FooS | Young students solve some puzzles using a visual computer language. | https://codespark.com/hour-of-code |
Tynker IDE | An IDE environment where you can learn to code (using visual code blocks), exploring the games already available or creating new ones. | https://www.tynker.com/ide/ |
Tynker Hour of Code | A subset of Tynker IDE. | https://www.tynker.com/hour-of-code/ |
Code Combat | A game with different levels that teaches programming (typed code) to learners of all ages. The community can add new features to the environment. | https://codecombat.com/ |
Coding with Chrome | Google project providing an educational coding environment (IDE) that runs in the Chrome browser and offline. Users can create programs with output for Logo Turtle and/or toys such as the Sphero, SPRK+, mBot and Lego Mindstorms. | https://codingwithchrome.foo/ |
Pencil Code | Pencil Code is a collaborative programming site for drawing art, playing music, and creating games. It is also a place to experiment with mathematical functions, geometry, graphing, webpages, simulations, and algorithms. | https://pencilcode.net/ |
Alice | Alice is a block-based programming environment that makes it easy to create animations, build interactive narratives, or program simple games in 3D. | https://www.alice.org/ |
Snap! | An IDE environment where you can learn how to code (using visual code blocks), exploring the sprites and actors already available or creating new ones. | https://snap.berkeley.edu/site/ |
© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
João, P.; Nuno, D.; Fábio, S.F.; Ana, P. A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers. Educ. Sci. 2019, 9, 181. https://doi.org/10.3390/educsci9030181
João P, Nuno D, Fábio SF, Ana P. A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers. Education Sciences. 2019; 9(3):181. https://doi.org/10.3390/educsci9030181
Chicago/Turabian StyleJoão, Piedade, Dorotea Nuno, Sampaio Ferrentini Fábio, and Pedro Ana. 2019. "A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers" Education Sciences 9, no. 3: 181. https://doi.org/10.3390/educsci9030181
APA StyleJoão, P., Nuno, D., Fábio, S. F., & Ana, P. (2019). A Cross-analysis of Block-based and Visual Programming Apps with Computer Science Student-Teachers. Education Sciences, 9(3), 181. https://doi.org/10.3390/educsci9030181