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ABSTRACT
Should programming languages use natural-language-like syntax?
Under what circumstances? What sorts of errors do novice
programmers make? Does using a natural- language-like programming
language lead to user errors? In this study, we read the entire
online interactions of sixteen children who issued a total of
35,047 commands on MOOSE Crossing, an educational MUD for children,
We counted and categorized the errors made. A total d 2,970 errors
were observed. We define natural-language errors as those errors in
which the user failed to distinguish between English and code,
issuing an incorrect command that was more English-like than the
correct one. A total of 314 natural-language errors were observed.
In most of those errors, the child was able to correct the problem
either easily (41.1% of the time) or with some effort (20.7%).
Natural-language errors were divided into five categories. In order
from most to least frequent, they are: syntax errors, guessing a
command name by supplying an arbitrary English word, literal
interpretation of metaphor, assuming the system is keeping more
state information than is actually the case, and errors of operator
precedence and combination. We believe that these error rates are
within acceptable limits, and conclude that leveraging users
natural-language knowledge is for many applications an effective
strategy for designing end-user-programming languages.
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Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 7
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Jason Elliott , Amy Bruckman, Design of a 3D interactive math learning environment, Proceedings of the conference on Designing interactive systems: processes, practices, methods, and techniques, June 25-28, 2002, London, England
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