Yıl 2019, Cilt 27 , Sayı 6, Sayfalar 2701 - 2712 2019-11-15

Comparing Three Free to Use Visual Programming Environments for Novice Programmers
Ücretsiz Üç Görsel Programlama Ortamının İncelenmesi ve Karşılaştırılması

Kadir Yücel Kaya [1] , İsmail Yıldız [2]


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.

Bu çalışma popüler ücretsiz üç görsel programlama ortamının incelenmesini ve karşılaştırmasını hedeflemektedir. Bahsedilen üç farklı ortamı diğer ücretsiz ortamlar arasından seçerken ücretsiz, popüler, ve üretken olması ölçütleri dikkate alınmıştır. Birçok ortam incelendikten sonra MIT App Inventor, Scratch ve Microsoft Kodu Game Lab seçilmiştir. App Inventor ve Scratch ücretsiz ve açık kaynak kodlu ortamlarken, Microsoft Kodu sadece ücretsizdir. Seçilen üç ortam kullanılarak ve incelenerek araştırılmış, ayrıca araştırma alanyazın taraması ile desteklenmiştir. Bu çalışmanın sonuçlarının öğretmen, eğitmen ve öğrencilerin ihtiyaçlarına uygun bir görsel programlama ortamı seçmede yardımcı olabileceği düşünülmektedir. Ortamların incelenmesi, Kodu’nun ilkokul düzeyindeki öğrenciler için daha uygun olduğu sonucunu ortaya koyarken, Scratch’in hedef kitlesinin benzer fakat daha üst yaş kitlesini de içerdiğini göstermiştir. Bu ikisi arasındaki diğer bir fark Kodu’nun tek ürünü 3 boyutlu oyunlarken, Scratch 2 boyutlu oyun ve animasyonlar üretebilmektedir. App Inventor ise ortaokul ve daha üst yaş kitlesini hedeflemekte ve App Inventor’da Android işletim sistemi için mobil uygulamalar geliştirilebilmektedir. Scratch ve App Inventor aynı blok tabanlı kütüphaneyi kullanmakta ve bu ikisi değişkenler, koşullu ifadeler, ve döngüler gibi temel programlama kavramlarını öğretmeye daha uygun bulunmuştur. Seçilen üç ortamın kendilerine özel avantajları ve kendi hedef kitlelerine yönelik özellikleri olduğu görülmüştür. Bu çalışma seçilen ortamların önemli farklılıkları ve özelliklerini araştırmıştır. 

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Birincil Dil en
Bölüm Research Article
Yazarlar

Orcid: 0000-0001-7561-980X
Yazar: Kadir Yücel Kaya
Kurum: KASTAMONU ÜNİVERSİTESİ, EĞİTİM FAKÜLTESİ, BİLGİSAYAR VE ÖĞRETİM TEKNOLOJİLERİ EĞİTİMİ BÖLÜMÜ
Ülke: Turkey


Orcid: 0000-0003-3048-2840
Yazar: İsmail Yıldız
Kurum: KASTAMONU ÜNİVERSİTESİ, EĞİTİM FAKÜLTESİ, BİLGİSAYAR VE ÖĞRETİM TEKNOLOJİLERİ EĞİTİMİ BÖLÜMÜ
Ülke: Turkey


Tarihler

Yayımlanma Tarihi : 15 Kasım 2019

Bibtex @araştırma makalesi { kefdergi643241, journal = {Kastamonu Eğitim Dergisi}, issn = {}, eissn = {2147-9844}, address = {Aktekke Mah. Kastamonu eğitim Fakültesi Kastamonu}, publisher = {Kastamonu Üniversitesi}, year = {2019}, volume = {27}, pages = {2701 - 2712}, doi = {10.24106/kefdergi.3640}, title = {Comparing Three Free to Use Visual Programming Environments for Novice Programmers}, key = {cite}, author = {Kaya, Kadir Yücel and Yıldız, İsmail} }
APA Kaya, K , Yıldız, İ . (2019). Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Eğitim Dergisi , 27 (6) , 2701-2712 . DOI: 10.24106/kefdergi.3640
MLA Kaya, K , Yıldız, İ . "Comparing Three Free to Use Visual Programming Environments for Novice Programmers". Kastamonu Eğitim Dergisi 27 (2019 ): 2701-2712 <https://dergipark.org.tr/tr/pub/kefdergi/issue/50214/643241>
Chicago Kaya, K , Yıldız, İ . "Comparing Three Free to Use Visual Programming Environments for Novice Programmers". Kastamonu Eğitim Dergisi 27 (2019 ): 2701-2712
RIS TY - JOUR T1 - Comparing Three Free to Use Visual Programming Environments for Novice Programmers AU - Kadir Yücel Kaya , İsmail Yıldız Y1 - 2019 PY - 2019 N1 - doi: 10.24106/kefdergi.3640 DO - 10.24106/kefdergi.3640 T2 - Kastamonu Eğitim Dergisi JF - Journal JO - JOR SP - 2701 EP - 2712 VL - 27 IS - 6 SN - -2147-9844 M3 - doi: 10.24106/kefdergi.3640 UR - https://doi.org/10.24106/kefdergi.3640 Y2 - 2019 ER -
EndNote %0 Kastamonu Eğitim Dergisi Comparing Three Free to Use Visual Programming Environments for Novice Programmers %A Kadir Yücel Kaya , İsmail Yıldız %T Comparing Three Free to Use Visual Programming Environments for Novice Programmers %D 2019 %J Kastamonu Eğitim Dergisi %P -2147-9844 %V 27 %N 6 %R doi: 10.24106/kefdergi.3640 %U 10.24106/kefdergi.3640
ISNAD Kaya, Kadir Yücel , Yıldız, İsmail . "Comparing Three Free to Use Visual Programming Environments for Novice Programmers". Kastamonu Eğitim Dergisi 27 / 6 (Kasım 2019): 2701-2712 . https://doi.org/10.24106/kefdergi.3640
AMA Kaya K , Yıldız İ . Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Eğitim Dergisi. 2019; 27(6): 2701-2712.
Vancouver Kaya K , Yıldız İ . Comparing Three Free to Use Visual Programming Environments for Novice Programmers. Kastamonu Eğitim Dergisi. 2019; 27(6): 2712-2701.