[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1852786.1852825acmconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
research-article

A qualitative study of animation programming in the wild

Published: 16 September 2010 Publication History

Abstract

Scratch is the latest iteration in a series of animation tools aimed at teaching programming skills. Scratch, in particular, aims not only to teach technical skills, but also skills related to collaboration and code reuse. In order to assess the strengths and weaknesses of Scratch relative to these goals, we have performed an empirical field study of Scratch animations and associated user comments from the online animation repository. Overall, we found that Scratch represents substantial progress toward its designers' goals, though we also identified several opportunities for significant improvement. In particular, many Scratch programs revealed significant technical mastery of the programming environment by programmers, and some animations even demonstrated design patterns. On the other hand, while the Scratch repository has successfully served as a supportive environment for generating constructive feedback among users, we did not find any occasions within our sample where this interaction led to online collaboration. In addition, we found low levels of code reuse, in terms of both frequency and success. Based on these results, we identify implications for improving the design of animation tools, for using these tools to teach programming skills, and for fostering successful collaboration and code reuse among end-user programmers.

References

[1]
Bogart, C., et al. 2008. End-user programming in the wild: A field study of CoScripter scripts. 2008 Symp. on Visual Lang. and Human-Centric Computing, 39--46.
[2]
Cooper, S., Dann, W., and Pausch, R. 2000. Developing algorithmic thinking with Alice. Information Sys. Educators Conf., 506--539.
[3]
Cottrell, R., Walker, R., and Denzinger. 2008. Semi-automating small-scale source code reuse via structural correspondence. 16th Intl. Symp. on Foundations of Software Engineering, 214--225.
[4]
Cypher, A., Smith, D, and Tessler, L. 2001. Novice programming comes of age. In Your Wish is My Command, Morgan Kaufmann, 7--20.
[5]
Fisher, M., and Rothermel, G. 2005. The EUSES spreadsheet corpus: A shared resource for supporting experimentation with spreadsheet dependability mechanisms. 1st Workshop on End-User Software Engineering, 47--51.
[6]
Gamma, E., et al. 1995. Design Patterns: Elements of Reusable Object-oriented Software. Addison-Wesley Professional Computing Series.
[7]
Gestwicki, P. 2007. Computer games as motivation for design patterns. 38th SIGCSE Technical Symp. on Comp. Sci. Education, 233--237.
[8]
Glaser, B., and Strauss, A. 1967. The Discovery of Grounded Theory: Strategies for Qualitative Research, Aldine Publishers.
[9]
Holmes, R., and Walker, R. 2007. Supporting the investigation and planning of pragmatic reuse tasks. 29th Intl. Conf. on Software Engineering, 447--457.
[10]
Kafai, Y., et al. 2008. Mentoring partnerships in a community technology center: A constructionist approach for fostering equitable service learning. Mentoring and Tutoring: Partnership in learning, 16, 2, 191--205.
[11]
Lanubile, F., and Visaggio, G. 1997. Extracting reusable functions by program slicing. Transactions on Software Engineering, 23, 4, 246--259.
[12]
Maloney, J., et al. 2008. Programming by choice: Urban youth learning programming with Scratch. 39th SIGCSE Technical Symp. on Comp. Sci. Education, 367--371.
[13]
Monroy-Hernández, A., and Resnick, M. 2008. Empowering kids to create and share programmable media. Interactions, 15, 2 (Mar-Apr 2008), 50--53.
[14]
Moskal, B., Lurie, D., and Cooper, S. 2004. Evaluating the effectiveness of a new instructional approach. ACM SIGCSE Bulletin, 36, 1 (Mar 2004), 75--79.
[15]
Pane, J. 2002. A Programming System for Children that is Designed for Usability. PhD Dissertation, School of Computer Science, Carnegie Mellon Univ.
[16]
Panko, R. 1998. What we know about spreadsheet errors. J. End User Computing, 10, 2, 15--21.
[17]
Papert, S. 1980. Mindstorms: Children, Computers, and Powerful Ideas, Basic Books, Inc.
[18]
Repenning, A. 1993. Agentsheets: A tool for building domain-oriented dynamic, visual environments. PhD Dissertation, Dept. of Computer Science, Univ. Colorado-Boulder.
[19]
Resnick, M., et al. 2009. Scratch: Programming for all. Communications of the ACM, 52, 11 (Nov 2009), 60--67.
[20]
http://scratch.mit.edu
[21]
Scaffidi, C., et al. 2009. Predicting reuse of end-user web macro scripts, 2009 Symp. on Visual Lang. and Human-Centric Computing, 93--100.

Cited By

View all
  • (2022)An examination of middle school student learner characteristics as related to the reuse and remixing of code in two different computer science learning contextsJournal of Research on Technology in Education10.1080/15391523.2022.208521555:6(986-1002)Online publication date: 6-Jul-2022
  • (2016)An empirical study of programming paradigms for animationProceedings of the 9th International Workshop on Cooperative and Human Aspects of Software Engineering10.1145/2897586.2897597(58-61)Online publication date: 14-May-2016
  • (2016)Skill Progression in Scratch RevisitedProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858349(1486-1490)Online publication date: 7-May-2016
  • Show More Cited By

Index Terms

  1. A qualitative study of animation programming in the wild

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    ESEM '10: Proceedings of the 2010 ACM-IEEE International Symposium on Empirical Software Engineering and Measurement
    September 2010
    423 pages
    ISBN:9781450300391
    DOI:10.1145/1852786
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 September 2010

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. animation
    2. collaboration
    3. end-user programming
    4. repositories

    Qualifiers

    • Research-article

    Conference

    ESEM '10
    Sponsor:

    Acceptance Rates

    ESEM '10 Paper Acceptance Rate 30 of 102 submissions, 29%;
    Overall Acceptance Rate 130 of 594 submissions, 22%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)12
    • Downloads (Last 6 weeks)2
    Reflects downloads up to 11 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2022)An examination of middle school student learner characteristics as related to the reuse and remixing of code in two different computer science learning contextsJournal of Research on Technology in Education10.1080/15391523.2022.208521555:6(986-1002)Online publication date: 6-Jul-2022
    • (2016)An empirical study of programming paradigms for animationProceedings of the 9th International Workshop on Cooperative and Human Aspects of Software Engineering10.1145/2897586.2897597(58-61)Online publication date: 14-May-2016
    • (2016)Skill Progression in Scratch RevisitedProceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858349(1486-1490)Online publication date: 7-May-2016
    • (2016)Remixing as a Pathway to Computational ThinkingProceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing10.1145/2818048.2819984(1438-1449)Online publication date: 27-Feb-2016
    • (2015)Serious game development as a creative learning experienceProceedings of the Fourth International Workshop on Games and Software Engineering10.5555/2820144.2820155(36-42)Online publication date: 16-May-2015
    • (2015)Behavior-based clustering of visual code2015 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VLHCC.2015.7357225(261-269)Online publication date: Oct-2015
    • (2015)Collaboration and Computational Thinking: A classroom structure2015 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VLHCC.2015.7357215(183-187)Online publication date: Oct-2015
    • (2015)Serious Game Development as a Creative Learning ExperienceProceedings of the 2015 IEEE/ACM 4th International Workshop on Games and Software Engineering10.1109/GAS.2015.14(36-42)Online publication date: 18-May-2015
    • (2014)Behavior-based code search2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VLHCC.2014.6883053(197-198)Online publication date: Jul-2014
    • (2014)Code you can use: Searching for web automation scripts based on reusability2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC)10.1109/VLHCC.2014.6883027(81-88)Online publication date: Jul-2014
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media