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AgentCubes
AgentCubes is an educational programming language for children to create 3D and 2D online games and simulations. The main application of AgentCubes is as computational thinking tool teaching children computational thinking through game and simulation design based on the Scalable Game Design curriculum. Similar to a spreadsheet, an agentcube is a grid-based organization. An agentcube is a four dimensional organization consisting of rows, columns, layers cubes containing stacks of programmable agents. This grid-based organization is useful to create a wide array of applications ranging from 1980-style arcade games such as Pac-Man, over 3D games to simple agent-based model. Agents can be given user created 3D shapes, they can compute formulae, move in the grid, change appearance, play sounds, animate themselves, and send messages to each other. AgentCubes was developed with support by the National Science Foundation. Research explored if K-12 students could pick up computation thi ...
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Alexander Repenning
Alexander Repenning is the Director of the Scalable Game Design project, a computer science professor adjunct, a founder of AgentSheets Inc., and a member of the Center for Lifelong Learning and Design at the University of Colorado in Boulder. Repenning is the inventor of drag and drop blocks programming. His research interests include computer science education, end-user programmable agents, human-computer interaction, and artificial intelligence. Contributions Repenning is the creator of the AgentSheets and AgentCubes Cyberlearning tools used for game design and computational science applications. As the Director of the Scalable Game Design project, using AgentSheets, he leads an effort to reinvent computer science education in public schools through game design starting at the middle school level. With over 10,000 students, and with funding from the National Science Foundation (ITEST and CE21 programs) and Google, the Scalable Game Design project is conducting the largest ...
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Visual Programming Languages
In computing, a visual programming language (visual programming system, VPL, or, VPS) is any programming language that lets users create programs by manipulating program elements ''graphically'' rather than by specifying them ''textually''. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs (known as ''dataflow'' or ''diagrammatic programming'') are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations. Definition VPLs may be further classified, according to the type and extent of visual expression used, into icon-based languages, form-based languages, and diagram languages. Visual programming environments provide graphical or iconic elements which can be manipulated by users in an interactive way according to some specific spatial grammar for p ...
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Logo (programming Language)
Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon. ''Logo'' is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman, and derives from the Greek ''logos'', meaning ''word'' or ''thought''. A general-purpose language, Logo is widely known for its use of turtle graphics, in which commands for movement and drawing produced line or vector graphics, either on screen or with a small robot termed a Turtle (robot), turtle. The language was conceived to teach concepts of programming related to Lisp (programming language), Lisp and only later to enable what Papert called "kinesthetic, body-syntonic reasoning", where students could understand, predict, and reason about the turtle's motion by imagining what they would do if they were the turtle. There are substantial differences among the many dialects of Logo, and the situation is confused by the regular appearance of turtle graphics program ...
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Scratch (programming Language)
Scratch is a high-level block-based visual programming language and website aimed primarily at children as an educational tool for programming, with a target audience of ages 8 to 16. Users on the site, called Scratchers, can create projects on the website using a block-like interface. Projects can be exported to HTML5, Android apps, Bundle (macOS) and EXE files using external tools. The service is developed by the MIT Media Lab, has been translated into 70+ languages, and is used in most parts of the world. Scratch is taught and used in after-school centers, schools, and colleges, as well as other public knowledge institutions. As of May 8, 2022, community statistics on the language's official website show more than 104 million projects shared by over 90 million users, over 686 million total projects ever created (including unshared projects), and more than 100 million monthly website visits. Scratch takes its name from a technique used by disk jockeys called "scratching", ...
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Educational Programming Language
An educational programming language is a programming language that is designed mostly as an instrument for learning, and less as a tool for writing programs to perform work. Types of educational programming languages Assembly languages Originally, machine code was the first and only way to program computers. Assembly language was the next type of language used; thus, is one of the oldest families of computer languages in use today. Many dialects and implementations are available, usually some for each computer processor architecture. It is very basic and termed a low level programming language. It is one of the more difficult languages to work with being untyped and rigid, but this is how computers work at low level. Several simplified dialects exist for education. Low level languages must be written for a specific processor architecture and cannot be written or taught in isolation without referencing the processor for which it was written. Unlike higher level languages, usi ...
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Object-oriented Programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of procedures (often known as ''methods''). A common feature of objects is that procedures (or methods) are attached to them and can access and modify the object's data fields. In this brand of OOP, there is usually a special name such as or used to refer to the current object. In OOP, computer programs are designed by making them out of objects that interact with one another. OOP languages are diverse, but the most popular ones are class-based, meaning that objects are instances of classes, which also determine their types. Many of the most widely used programming languages (such as C++, Java, Python, etc.) are multi-paradigm and they support object-oriented programming to a greater or lesser degree, typically in combination with imper ...
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Video Game Development Software
Video is an electronic medium for the recording, copying, playback, broadcasting, and display of moving visual media. Video was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) systems which, in turn, were replaced by flat panel displays of several types. Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcast, magnetic tape, optical discs, computer files, and network streaming. History Analog video Video technology was first developed for mechanical television systems, which were quickly replaced by cathode-ray tube (CRT) television systems, but several new technologies for video display devices have since been invented. Video was originally exclusively a live technology. Charles Ginsburg led an Ampex research team developing one of the first practical video ...
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Pedagogic Integrated Development Environments
Pedagogy (), most commonly understood as the approach to teaching, is the theory and practice of learning, and how this process influences, and is influenced by, the social, political and psychological development of learners. Pedagogy, taken as an academic discipline, is the study of how knowledge and skills are imparted in an educational context, and it considers the interactions that take place during learning. Both the theory and practice of pedagogy vary greatly as they reflect different social, political, and cultural contexts. Pedagogy is often described as the act of teaching. The pedagogy adopted by teachers shapes their actions, judgments, and teaching strategies by taking into consideration theories of learning, understandings of students and their needs, and the backgrounds and interests of individual students. Its aims may range from furthering liberal education (the general development of human potential) to the narrower specifics of vocational education (the impar ...
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University Of Colorado
The University of Colorado (CU) is a system of public universities in Colorado. It consists of four institutions: University of Colorado Boulder, University of Colorado Colorado Springs, University of Colorado Denver, and the University of Colorado Anschutz Medical Campus. It is governed by the elected, nine-member board of regents. Campuses * The University of Colorado Boulder (CU Boulder) is the flagship university of the University of Colorado System in Boulder, Colorado. Founded in 1876, the university has more than 33,000 undergraduate and graduate students. It offers more than 2,500 courses in more than 150 areas of study through its nine colleges and schools. * The University of Colorado Colorado Springs (UCCS) is the fastest growing of the three campuses with an undergraduate and graduate student population of about 12,000 students. It offers 45 bachelor's, 22 master's, and five doctoral degree programs through its six colleges. The campus is located in central Colorad ...
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Educational Software
Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient. History 1946s–1970s The use of computer hardware and software in education and training dates to the early 1940s, when American researchers developed flight simulators which used analog computers to generate simulated onboard instrument data. One such system was the type19 synthetic radar trainer, built in 1943. From these early attempts in the WWII era through the mid-1970s, educational software was directly tied to the hardware, on which it ran. Pioneering educational computer systems in this era included the PLATO system (1960), developed at the University of Illinois, and TICCIT (1969). In 1963, IBM had established a partnership with Stanford University's ...
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Educational Programming Languages
Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Various researchers emphasize the role of critical thinking in order to distinguish education from indoctrination. Some theorists require that education results in an improvement of the student while others prefer a value-neutral definition of the term. In a slightly different sense, education may also refer, not to the process, but to the product of this process: the mental states and dispositions possessed by educated people. Education originated as the transmission of cultural heritage from one generation to the next. Today, educational goals increasingly encompass new ideas such as the liberation of learners, skills needed for modern society, empathy, and complex vocational skills. Types of education are commonly divided into formal ...
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