“Teaching object-oriented programming in
primary education. The case of the Alice
programming environment”
Sotiroudas Basileios1, Garitsis Ioannis2, Koundouros Markos2
1 Teacher of Informatics, Med (AdultEd)
2 Teacher in primary education, Mhs (HealthSc)
3 Teacher of Informatics, Msc (CompSc)
Who, Where, When
• Pupils of the 6th class
• 30th Primary School of Thessaloniki
• School Year: 2013-2014
Integration into the curriculum
The present educational application developed:
1. As part of the Cross-Thematic Integrated
Curriculum Framework (C.T.I.C.F) for the
Information Technology and
2. As part of the curriculum concerning the new
teaching objects inserted in the all-day operating
primary schools that operate according to the
Uniform Restated Educational Program (U.R.E.P.)
(FEK 1139/2010) and, in particular, on the topic of
“Programming the Computer" for which, according
to the curriculum, a total of 12 teaching hours is
recommended
However ...
• Due to the lack of prior experience of the pupils
of the 6th class in the concept of “programming
the computer”-pupils do not encounter the
concept of programming in the preceding
classes- the 12 dedicated teaching hours proved
to be few, as the corresponding theory along
with the complete implementation of the
application lasted a total of twice as many
Objective
Introduction to object-oriented
programming and to the basic algorithmic
structures
Main Targets
• In terms of knowledge:
To recognise the key features of a programming
environment
• In terms of skills:
To use basic algorithmic structures for solving
problems
• In terms of attitudes:
To develop a positive attitude to programming
The dilemma:
Structured or Object Oriented
Programming;
What we have 1/4
• Try teaching the concept of programming to
beginners at all the levels of education presents
several difficulties and misconceptions
• The object-oriented design is more abstract than
the technique of structured programming,
requires new ways of thinking and is more
demanding in terms of the processes of analysis
and design
What we have 2/4
• The development of programs using object-
oriented languages ​​is even more difficult for
beginners
On the other hand, however ...
In the last decade, the introduction to the
concept of programming is performed primarily
using the object-oriented programming model
What we have 3/4
• For the pupils of primary school, it should be
seriously taken under consideration not only the
abilities of programming tools but also the
“virtual world” programming-which should be
picturesque and, if possible, three-dimensional -
and its playful characteristics, because it
activates the maximum possible degree of pupils’
interest and induces their motivation to
participate
What we have 4/4
• Object-oriented programming is one approach that
allows us to reach high levels of abstraction,
reducing in this way the complexity of the problems
we have to solve
Alternative Options
Our selection
The “Alice” programming environment
http://www.alice.org
Tool’s Characteristics
• Ability of creating animated cartoons via drag
and drop
• Using drag and drop eliminates the appearance
of syntactic errors
• Tackling with logical errors is performed ​​at each
stage of the development, as pupils can
immediately see the result of their actions
during the running of the program on the screen
of the virtual world
Tool’s Characteristics
• 3-dimensional virtual world
• Given its particular characteristics, it activates
the pupils’ interest and causes the motivation
for participation to such an extent, as in the case
with video games or animated films
• Open Source Software
• Pupils can upload the application they are
developing in the form of video directly to
YouTube or save the application in the form of
independent video file on their computer
Furthermore …
• The instructions for the objects’ behaviors meet
the standards of other programming
languages ​​like Java, C + + or C #
• By manipulating the objects in the virtual world,
pupils can gain experience with all the
programming structures commonly taught in an
introductory programming course
The application
• The application takes place on the seabed and
concerns three fish, try to eat one another. The
application is available at:
http://www.youtube.com/watch?v=QZQRSJH3P-
w&feature=c4-
overview&list=UU9_Vbcip3rQw_bAyMeGnovA
The application
Key features of the application
• The objects’ movement
• The display of messages on the screen
• The use of variables
• The use of procedures
• The use of the structure of sequence and
• The use of the structure of repetition
Implementation stages
• The course of the educational process followed
by briefly the following stages:
• Introduction to Classes and Objects
• Basic actions of the objects
• Using Variables
• Using the sequence structure
• Using the repetition structure
• Using Procedures and Functions
Methodology of Observation
• As for the methodology of observation-given the
physical presence and participation of the
teacher-the systematic covert observation of
both verbal and non-verbal behaviors and
reactions of subjects in the observation was
selected, estimating that if the learners were
aware that they were subject of the observation,
this would alter the final results
Remarks - Conclusions
• The pupils were activated right from the first lessons
• The incentive for participation was increased due to
the new capabilities they had learned that led them
to the ability of moving the objects in the game they
were developing
• The pupils encountered significant problems in
understanding the structure of repetition and the
use of processes, which occurred with the posing of
a large number of queries and questions
Remarks - Conclusions
• The concepts of classes, objects and inheritance
initially frightened students
• The friendly user interface, the depiction in 3
dimensions and the playful characteristics of the
programming environment had a catalytic effect
on participation of all the pupils’ working
groups, regardless of their sex
Remarks
• All groups of pupils handed the final product,
others with less and others with more errors
In conclusion...
• The practical use of the “Alice” programming
environment in the teaching of object-oriented
programming to the pupils of the 6th class of
primary school can contribute to the
development of their algorithmic thinking
• Pupils are also able to have a first contact with
the basic principles of programming through a
friendly environment, well equipped with playful
characteristics
This latter feature is of particular
importance especially for the
younger pupils, so the first contact
they would have with programming
would be attractive and
interesting
Thanks very much for your attention!

Teaching object-oriented programming in primary education. The case of the Alice programming environment

  • 1.
    “Teaching object-oriented programmingin primary education. The case of the Alice programming environment” Sotiroudas Basileios1, Garitsis Ioannis2, Koundouros Markos2 1 Teacher of Informatics, Med (AdultEd) 2 Teacher in primary education, Mhs (HealthSc) 3 Teacher of Informatics, Msc (CompSc)
  • 2.
    Who, Where, When •Pupils of the 6th class • 30th Primary School of Thessaloniki • School Year: 2013-2014
  • 3.
    Integration into thecurriculum The present educational application developed: 1. As part of the Cross-Thematic Integrated Curriculum Framework (C.T.I.C.F) for the Information Technology and 2. As part of the curriculum concerning the new teaching objects inserted in the all-day operating primary schools that operate according to the Uniform Restated Educational Program (U.R.E.P.) (FEK 1139/2010) and, in particular, on the topic of “Programming the Computer" for which, according to the curriculum, a total of 12 teaching hours is recommended
  • 4.
    However ... • Dueto the lack of prior experience of the pupils of the 6th class in the concept of “programming the computer”-pupils do not encounter the concept of programming in the preceding classes- the 12 dedicated teaching hours proved to be few, as the corresponding theory along with the complete implementation of the application lasted a total of twice as many
  • 5.
    Objective Introduction to object-oriented programmingand to the basic algorithmic structures
  • 6.
    Main Targets • Interms of knowledge: To recognise the key features of a programming environment • In terms of skills: To use basic algorithmic structures for solving problems • In terms of attitudes: To develop a positive attitude to programming
  • 7.
    The dilemma: Structured orObject Oriented Programming;
  • 8.
    What we have1/4 • Try teaching the concept of programming to beginners at all the levels of education presents several difficulties and misconceptions • The object-oriented design is more abstract than the technique of structured programming, requires new ways of thinking and is more demanding in terms of the processes of analysis and design
  • 9.
    What we have2/4 • The development of programs using object- oriented languages ​​is even more difficult for beginners On the other hand, however ... In the last decade, the introduction to the concept of programming is performed primarily using the object-oriented programming model
  • 10.
    What we have3/4 • For the pupils of primary school, it should be seriously taken under consideration not only the abilities of programming tools but also the “virtual world” programming-which should be picturesque and, if possible, three-dimensional - and its playful characteristics, because it activates the maximum possible degree of pupils’ interest and induces their motivation to participate
  • 11.
    What we have4/4 • Object-oriented programming is one approach that allows us to reach high levels of abstraction, reducing in this way the complexity of the problems we have to solve
  • 12.
  • 13.
    Our selection The “Alice”programming environment http://www.alice.org
  • 14.
    Tool’s Characteristics • Abilityof creating animated cartoons via drag and drop • Using drag and drop eliminates the appearance of syntactic errors • Tackling with logical errors is performed ​​at each stage of the development, as pupils can immediately see the result of their actions during the running of the program on the screen of the virtual world
  • 15.
    Tool’s Characteristics • 3-dimensionalvirtual world • Given its particular characteristics, it activates the pupils’ interest and causes the motivation for participation to such an extent, as in the case with video games or animated films • Open Source Software • Pupils can upload the application they are developing in the form of video directly to YouTube or save the application in the form of independent video file on their computer
  • 16.
    Furthermore … • Theinstructions for the objects’ behaviors meet the standards of other programming languages ​​like Java, C + + or C # • By manipulating the objects in the virtual world, pupils can gain experience with all the programming structures commonly taught in an introductory programming course
  • 17.
    The application • Theapplication takes place on the seabed and concerns three fish, try to eat one another. The application is available at: http://www.youtube.com/watch?v=QZQRSJH3P- w&feature=c4- overview&list=UU9_Vbcip3rQw_bAyMeGnovA
  • 18.
  • 20.
    Key features ofthe application • The objects’ movement • The display of messages on the screen • The use of variables • The use of procedures • The use of the structure of sequence and • The use of the structure of repetition
  • 21.
    Implementation stages • Thecourse of the educational process followed by briefly the following stages: • Introduction to Classes and Objects • Basic actions of the objects • Using Variables • Using the sequence structure • Using the repetition structure • Using Procedures and Functions
  • 22.
    Methodology of Observation •As for the methodology of observation-given the physical presence and participation of the teacher-the systematic covert observation of both verbal and non-verbal behaviors and reactions of subjects in the observation was selected, estimating that if the learners were aware that they were subject of the observation, this would alter the final results
  • 23.
    Remarks - Conclusions •The pupils were activated right from the first lessons • The incentive for participation was increased due to the new capabilities they had learned that led them to the ability of moving the objects in the game they were developing • The pupils encountered significant problems in understanding the structure of repetition and the use of processes, which occurred with the posing of a large number of queries and questions
  • 24.
    Remarks - Conclusions •The concepts of classes, objects and inheritance initially frightened students • The friendly user interface, the depiction in 3 dimensions and the playful characteristics of the programming environment had a catalytic effect on participation of all the pupils’ working groups, regardless of their sex
  • 25.
    Remarks • All groupsof pupils handed the final product, others with less and others with more errors
  • 26.
    In conclusion... • Thepractical use of the “Alice” programming environment in the teaching of object-oriented programming to the pupils of the 6th class of primary school can contribute to the development of their algorithmic thinking • Pupils are also able to have a first contact with the basic principles of programming through a friendly environment, well equipped with playful characteristics
  • 27.
    This latter featureis of particular importance especially for the younger pupils, so the first contact they would have with programming would be attractive and interesting
  • 28.
    Thanks very muchfor your attention!