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Comparing Three Free to Use Visual Programming Environments for Novice Programmers

Cilt: 27 Sayı: 6 15 Kasım 2019
Kadir Yücel Kaya , İsmail Yıldız
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Comparing Three Free to Use Visual Programming Environments for Novice Programmers

Öz

This study aims to examine and compare three popular free-to-use visual programming environments. While choosing three environments among other visual programming environments, three criteria were taken into account which are being completely free, popular, and productive. After reviewing several environments, MIT’s App Inventor, Scratch and Microsoft’s Kodu Game Lab were chosen. While App Inventor and Scratch are free and open source environments, Microsoft’s Kodu is only free to use. Selected three environments were investigated through using and examining the environments and literature review. Outcomes of this study can help teachers, instructors and students to choose a relevant visual programming environment based on their needs. Review of the environments showed that while Kodu is more relevant for elementary students, Scratch’s target group are similar but also includes higher age range. Another difference between them was that Kodu’s sole purpose is to develop games in 3D, Scratch is used for 2D games and animations. App Inventor, on the other hand, targets middle school and higher age range to develop mobile applications for Android OS. Scratch and App Inventor uses the same block-based library which is more relevant to teach basic programming concepts such as variables, conditional expressions, and loops than Microsoft’s Kodu. Selected three environments have the advantages of their own and features specifically for their target audience and products. This study investigated the important differences and features of the selected environments.

Anahtar Kelimeler

app inventor,free programming environments,kodu,scratch,visual programming

Kaynakça

  1. Aggarwal, A., Touretsky, D. S., & Gardner-McCune, C. (2018). Demonstrating the Ability of Elementary School Students to Reason about Programs. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (pp. 735-740). ACM.
  2. Akcaoglu, M. (2014). Learning problem-solving through making games at the game design and learning summer program. Educational Technology Research and Development, 62(5), 583–600. http://doi.org/10.1007/s11423-014-9347-4
  3. Arilesere, F. O. (2014). Kodu game lab - a tool for ensuring quality teaching-learning for pupils in primary schools: case study (school in Northern Finland) (Master’s Thesis). Retrieved from Networked Digital Library of Theses & Dissertations. University of Oulu, Finland.
  4. Armoni, M., Meerbaum-Salant, O., & Ben-Ari, M. (2015). From Scratch to “Real” Programming. ACM Transactions on Computing Education, 14(4), 1–15. https://doi.org/10.1145/2677087
  5. Alzahrani, M. G. (2017). The Effect of Using Online Discussion Forums on Students' Learning. Turkish Online Journal of Educational Technology-TOJET, 16(1), 164-176.
  6. Bennedsen, J., & Caspersen, M. E. (2012). Persistence of Elementary Programming Skills. Computer Science Education, 22(2), 81-107.
  7. Berg, B. L. (2001). Qualitative research methods for the social sciences. Qualitative Research (Vol. Seventh Ed). https://doi.org/10.2307/1317652
  8. Bertea, A. F. (2011). Mobile Learning Applications Using Google App Inventor for Android. The International Scientific Conference eLearning and Software for Education. Bucharest.
  9. Coy, S. (2013). Kodu game lab, a few lessons learned. XRDS: Crossroads, The ACM Magazine for Students, 19(4), 44. http://doi.org/10.1145/2460436.2460450
  10. Denner, J., Werner, L., & Ortiz, E. (2012). Computer games created by middle school girls: Can they be used to measure understanding of computer science concepts? Computers and Education, 58(1), 240–249. https://doi.org/10.1016/j.compedu.2011.08.006

Kaynak Göster

APA
Kaya, K. Y., & Yıldız, İ. (2019). Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Education Journal, 27(6), 2701-2712. https://doi.org/10.24106/kefdergi.3640
AMA
1.Kaya KY, Yıldız İ. Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Eğitim Dergisi. 2019;27(6):2701-2712. doi:10.24106/kefdergi.3640
Chicago
Kaya, Kadir Yücel, ve İsmail Yıldız. 2019. “Comparing Three Free to Use Visual Programming Environments for Novice Programmers”. Kastamonu Education Journal 27 (6): 2701-12. https://doi.org/10.24106/kefdergi.3640.
EndNote
Kaya KY, Yıldız İ (01 Kasım 2019) Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Education Journal 27 6 2701–2712.
IEEE
[1]K. Y. Kaya ve İ. Yıldız, “Comparing Three Free to Use Visual Programming Environments for Novice Programmers”, Kastamonu Eğitim Dergisi, c. 27, sy 6, ss. 2701–2712, Kas. 2019, doi: 10.24106/kefdergi.3640.
ISNAD
Kaya, Kadir Yücel - Yıldız, İsmail. “Comparing Three Free to Use Visual Programming Environments for Novice Programmers”. Kastamonu Education Journal 27/6 (01 Kasım 2019): 2701-2712. https://doi.org/10.24106/kefdergi.3640.
JAMA
1.Kaya KY, Yıldız İ. Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Eğitim Dergisi. 2019;27:2701–2712.
MLA
Kaya, Kadir Yücel, ve İsmail Yıldız. “Comparing Three Free to Use Visual Programming Environments for Novice Programmers”. Kastamonu Education Journal, c. 27, sy 6, Kasım 2019, ss. 2701-12, doi:10.24106/kefdergi.3640.
Vancouver
1.Kadir Yücel Kaya, İsmail Yıldız. Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Eğitim Dergisi. 01 Kasım 2019;27(6):2701-12. doi:10.24106/kefdergi.3640