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Learning Objects for Introductory Programming
Examples of the learning objects
From this page you can see examples of learning objects created within
the project.
Note that to use the multimedia objects you will need the Flash plug-in,
which can be downloaded from macromedia.com and that each object will
open in a new browser window.

While loops
This learning object seeks to engage the learner through attractive use
of visualisation. As the subject is ‘repetition’ this is illustrated
by using repeated actions to move an object across a screen. Redundancy
is built in to help weaker students, but this may be bypassed. ‘Scaffolding’
is used near the end of the object to enable the learner to engage in
building the programming construct in a safe supportive environment. This
takes the form of building the code by selecting from code fragments provided.
See
learning object

‘If’ statement
This object seeks to relate the ‘If’ statement to simple,
familiar situations such as tossing a coin or throwing a dice. The animations
are used to induce the user into actively reading and deciphering the
code in order to solve the simple puzzles set.
See
learning object

Arrays
Abstraction is a significant problem in learning to program. The learner
has to relate the surface code to the operations in the memory of the
computer. Visualisation of an ‘array’ is used here to help
learners to form a mental concept that enables them to make sense of the
surface code. A play-like drag and drop ‘exercise’ is used
near the end to get the learner to actively test their understanding.
See
learning object

Library of classes
Java depends on using class libraries. However, these can be very abstract
and opaque for novice programmers. This learning object uses a ‘box
of cards’ visual image to introduce the idea of a library of classes.
See
learning object

Updated
7 August, 2008
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