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ABSTRACT
Five public school teachers were observed during two self-study sessions where they learned to use Visual AgenTalk (VAT). The first session emphasized the basic visual programming skills, while the second introduced ways to reuse existing simulations. Two versions of the reuse tutorial were developed, one offering a concrete example world for reuse, and the second an abstract world. During their learning and reuse sessions, the teachers thought out loud as they worked, enabling a detailed analysis of their goals, reactions, problems, and successes. After each session, the teachers also completed user reaction questionnaires. Although all teachers succeeded in learning the basics of VAT, they varied considerably in their reuse of the example simulations. It appears that the simplified components of the abstract world supported reuse to a greater degree than those of the concrete example world.
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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 5
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Aaron Wilson , Margaret Burnett , Laura Beckwith , Orion Granatir , Ledah Casburn , Curtis Cook , Mike Durham , Gregg Rothermel, Harnessing curiosity to increase correctness in end-user programming, Proceedings of the SIGCHI conference on Human factors in computing systems, April 05-10, 2003, Ft. Lauderdale, Florida, USA
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Margaret Burnett , Brad Myers , Mary Beth Rosson , Susan Wiedenbeck, The next step: from end-user programming to end-user software engineering, CHI '06 extended abstracts on Human factors in computing systems, April 22-27, 2006, Montréal, Québec, Canada
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INDEX TERMS
Primary Classification:
K.
Computing Milieux
K.3
COMPUTERS AND EDUCATION
K.3.0
General
Additional Classification:
D.
Software
D.1
PROGRAMMING TECHNIQUES
D.1.7
Visual Programming
H.
Information Systems
H.1
MODELS AND PRINCIPLES
H.1.2
User/Machine Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Training, help, and documentation
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.8
Applications
I.6
SIMULATION AND MODELING
I.6.0
General
K.
Computing Milieux
K.3
COMPUTERS AND EDUCATION
K.3.2
Computer and Information Science Education
Subjects:
Curriculum
K.6
MANAGEMENT OF COMPUTING AND INFORMATION SYSTEMS
K.6.1
Project and People Management
Subjects:
Training
General Terms:
Design,
Human Factors,
Management,
Performance,
Theory
Keywords:
simulations,
teacher education,
visual programming
REVIEW
"Neal Stanley Coulter : Reviewer"
This well-written paper explores how well school teachers adapt to designing and implementing computer-based materials when example conceptual designs can be converted to ones based on similar underlying abstractions (called “reuse” he
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