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MAY/JUNE. <strong>1980</strong> I960 ISSUE 4 COMPUTE. 73 A class consists of about fifteen en students per com m~ puter (our collaborating schools have only one APPLE each; ; we hope to try the curriculum in multi l11ulti~ computer classes later.) Five groups of three students alternate computer pUler use with planning work using graph paper and marker pens. The off-linee students are planning their strategies, doing hand-simulations, hand~ ations, and observing the online students; for to graduate- to the next activity, a group must successfullyy predict the outcome of an assigned "seed" (geo metricc pattern, algorithm, , program, etc.) The activities develop during eighteen een weeks, from a non nonlinguistic color-pattern process called "quilting" through immediate-mode i a t e ~m and straight-line-codes a i c~code emry entry of TURTLEGRAPHICS (Papert, 1970) commands, the introduction of PASCAL control structures such as REPEAT. .... .UNTIL and IF. . . ..THEN, , 10 to the creation of cartoon characters and their animation with complex programs using the RASCALR animation system. The output is always color graphics aand music; the curriculum um steadilyy increases its ""interactivity" as students learn how to use joystick input to control various types of motion. There is always an under~ lying g lesson about how programs work. All code is in a completely structured language (PASCAL), and is taught" "from the insidc inside OUl out" J) -~ only at later stages do "environmental details" such as declarations become of concern. A PASCAL interi nl er~ preter r is used which scrolls the source-program being executcd executed on the bottom of the screen (at a con trollable rate) while thee program produces its output on the e top part of the screen. A working system will be on exhibit at NECC/80. NECC/SO. The cognitive style of the HSCS Curriculum The central common fact that unifies our program/ lessons Quilting, Turtlegraphics Turtlcgraphics and more traditional interactive games is that they sell themselves. No one has to compel students to do their assignments. The point at which our curriculum diverges from ""closed" games is in the fact that the e only real oopponent in traditional games is a pseudo pscudorandom number generator, r , orr perhaps another human. In a cognitive game the opponent is the thc rich structure of our own ignorance. . . The excitement ent of being able to create pattern and order is as old as the wall-paintings in the caves of France. It is an essentially y human activity, onc one at which all players can win. It is also a ''meta- game', , in which an infinite number of specific games and traditional games is analogous to that between a set of blocks and a preassemblcd lOy. toy. meta A different order of learning becomes possible. . The design style of the HSCS Curriculum The fundamental design principle we have followed owed is to attempt to make each lesson augment the student's skillss in three areas: discovery, control, aand design. We e allow students to "play" with the system as each new feature is introduced, but they have ""discovery questions" whose answers they seek as they ""mess around", in more orr less structured ways. They need to find thee answers to be allowed access to thee next level of the system. Studellls Students develop discovery skills by experimentally answering questions like "what docs this command do?" We e ask students to undertake a specific "challenge", such as the ""shoot-the-dot" game, to develop their ability 10 to control the computer by selectingg the correct command and providing correct values for its operands. Their understanding g of the system is built by simulation exercises, which allow them to predict the behavior of a command, thus to choose the right command. Later in the semester, students will begin writing g programs; but even at earlyy stages there is the impetus to design input sequences to produce thee desired pattern. . Students must be able to produce a sequence of commands which produces the predicted output on first submission, n , to graduate to the next t level of the system. . AnOther Another principle e we have followed can be summed up in the phrase' "design 'design from the first experience". We believe that computer science (orr anything else) should be taught ""from the inside out". That is, first t experienccs experiences must incorporate the heart hean of thee mailer matter at hand, with as little extraneous matter as possible. For instance, nce, quilting teaches the fundamental core of the computing experience: : in repetition of a controlled process, there is great power. The Quilting lesson is taught without introducing a word of jargon, j previous assignments, or complex command sequences. Quilting, and its fundamental message, can be taught to illiterates. iterates. The second lesson similarlyy teaches thee relationship between opcrands, operands, operators and results. Only y after students have firm operational skill with a given tool, , do we introduce terminology, written reference materials and the ultimately necessary environmental details such as data declarations and control statements. We are excited by the prospect of transforming rming gaming, a traditional problem area for computing tcachers, teachers, into one of their primary tools. The authors acknowledge and appreciate the e assistance of their collaborators: aboralOrs; R. R . M. Aiken, C. E. Hughes, H C. C:. R R. . Gregory and J. A. Ross (Universit), (University of Tennessee); I.. L. Demarotta Dcmarotta ((H. I-I. C. Ma)'llard <strong>May</strong>nard High School); E. Miner (Alcoa High School). References Aiken, R R. . M.; Hughes, C. E.; and Moshell.J. , .1 . M., "Computer Science Curriculum For High School Students", Sludents", Proceedings ACM/SIGCSE Conrerence, Conference, Kansas Kallsas City, Montana, February 25, <strong>1980</strong> Moshell.J. , M M. . and Hughes, C. E. ""'RASCAL: Microcomputer canaan cartoon animation with PASCAL", Proceedings ACM/ ACMI SIGGRAPH Conference. Conference, Seattle, Washington, , August <strong>1980</strong> Papen. Papert, S., ""Teaching Children n Thinking", Proceedings IFIP VYorld World Congress all on Complil <strong>Computers</strong> and Education, , Amslt!I"dam Amsterdam, , 1970. Postman, Neil, ""The Firs! First Curriculum: um: Comparing School and Television", Phi Delta Kappan, , 61:3, November 1979. This work is partially pania )' suppon supported cd by NSF Grant SED-79-18991 1 ©
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