30.12.2013 Views

May June 1980 - Commodore Computers

May June 1980 - Commodore Computers

May June 1980 - Commodore Computers

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

MAY/JUNE. <strong>1980</strong> I960 ISSUE 4 COMPUTE. 73<br />

A class consists of about fifteen en students per com<br />

m~<br />

puter (our collaborating schools have only one APPLE<br />

each; ; we hope to try the curriculum in multi<br />

l11ulti~<br />

computer classes later.) Five groups of three students<br />

alternate computer pUler use with planning work using graph<br />

paper and marker pens. The off-linee students are<br />

planning their strategies, doing hand-simulations,<br />

hand~ ations,<br />

and observing the online students; for to graduate-<br />

to the next activity, a group must successfullyy<br />

predict the outcome of an assigned "seed" (geo­<br />

metricc pattern, algorithm, , program, etc.) The<br />

activities develop during eighteen een weeks, from a non­<br />

nonlinguistic<br />

color-pattern process called "quilting"<br />

through immediate-mode i a t e ~m and straight-line-codes a i c~code emry<br />

entry<br />

of TURTLEGRAPHICS (Papert, 1970) commands,<br />

the introduction of PASCAL control structures such<br />

as REPEAT. .... .UNTIL and IF. . . ..THEN, , 10 to the<br />

creation of cartoon characters and their animation<br />

with complex programs using the RASCALR animation<br />

system. The output is always color graphics aand music;<br />

the curriculum um steadilyy increases its ""interactivity"<br />

as students learn how to use joystick input to control<br />

various types of motion. There is always an under~<br />

lying g lesson about how programs work. All code is<br />

in a completely structured language (PASCAL),<br />

and is taught" "from the insidc inside OUl out" J) -~<br />

only at<br />

later stages do "environmental details" such as<br />

declarations become of concern. A PASCAL interi<br />

nl er~<br />

preter r is used which scrolls the source-program being<br />

executcd executed on the bottom of the screen (at a con­<br />

trollable rate) while thee program produces its output<br />

on the e top part of the screen. A working system<br />

will be on exhibit at NECC/80. NECC/SO.<br />

The cognitive style of the HSCS Curriculum<br />

The central common fact that unifies our program/<br />

lessons Quilting, Turtlegraphics Turtlcgraphics and more traditional<br />

interactive games is that they sell themselves. No one<br />

has to compel students to do their assignments.<br />

The point at which our curriculum diverges<br />

from ""closed" games is in the fact that the e only<br />

real oopponent in traditional games is a pseudo pscudorandom<br />

number generator, r , orr perhaps another<br />

human. In a cognitive game the opponent is the thc<br />

rich structure of our own ignorance.<br />

. . The<br />

excitement ent of being able to create pattern and<br />

order is as old as the wall-paintings in the caves<br />

of France. It is an essentially y human activity, onc one<br />

at which all players can win. It is also a ''meta-<br />

game', , in which an infinite number of specific<br />

games and traditional games is analogous to that<br />

between a set of blocks and a preassemblcd lOy. toy.<br />

meta­<br />

A different order of learning becomes possible.<br />

.<br />

The design style of the HSCS Curriculum<br />

The fundamental design principle we have<br />

followed owed is to attempt to make each lesson augment<br />

the student's skillss in three areas: discovery,<br />

control, aand design. We e allow students to "play"<br />

with the system as each new feature is introduced,<br />

but they have ""discovery questions" whose answers<br />

they seek as they ""mess around", in more orr less<br />

structured ways. They need to find thee answers to<br />

be allowed access to thee next level of the system.<br />

Studellls Students develop discovery skills by experimentally<br />

answering questions like "what docs this command<br />

do?"<br />

We e ask students to undertake a specific<br />

"challenge", such as the ""shoot-the-dot" game,<br />

to develop their ability 10 to control the computer<br />

by selectingg the correct command and providing<br />

correct values for its operands. Their understanding<br />

g<br />

of the system is built by simulation exercises,<br />

which allow them to predict the behavior of a<br />

command, thus to choose the right command.<br />

Later in the semester, students will begin<br />

writing g programs; but even at earlyy stages there is<br />

the impetus to design input sequences to produce<br />

thee desired pattern. . Students must be able to produce<br />

a sequence of commands which produces the<br />

predicted output on first submission, n , to graduate<br />

to the next t level of the system. .<br />

AnOther Another principle e we have followed can be<br />

summed up in the phrase' "design 'design from the first<br />

experience". We believe that computer science<br />

(orr anything else) should be taught ""from the inside<br />

out". That is, first t experienccs experiences must incorporate<br />

the heart hean of thee mailer matter at hand, with as little<br />

extraneous matter as possible. For instance,<br />

nce,<br />

quilting teaches the fundamental core of the<br />

computing experience: : in repetition of a controlled<br />

process, there is great power. The Quilting lesson<br />

is taught without introducing a word of jargon, j previous assignments, or complex command<br />

sequences. Quilting, and its fundamental message,<br />

can be taught to illiterates. iterates. The second lesson<br />

similarlyy teaches thee relationship between opcrands,<br />

operands,<br />

operators and results. Only y after students have firm<br />

operational skill with a given tool, , do we introduce<br />

terminology, written reference materials and the<br />

ultimately necessary environmental details such as<br />

data declarations and control statements. We are<br />

excited by the prospect of transforming rming gaming, a<br />

traditional problem area for computing tcachers, teachers, into<br />

one of their primary tools.<br />

The authors acknowledge and appreciate the e assistance of their<br />

collaborators: aboralOrs; R. R . M. Aiken, C. E. Hughes, H C. C:. R R. . Gregory<br />

and J. A. Ross (Universit), (University of Tennessee); I.. L. Demarotta Dcmarotta<br />

((H. I-I. C. Ma)'llard <strong>May</strong>nard High School); E. Miner (Alcoa High School).<br />

References<br />

Aiken, R R. . M.; Hughes, C. E.; and Moshell.J. , .1 . M.,<br />

"Computer Science Curriculum For High School Students",<br />

Sludents",<br />

Proceedings ACM/SIGCSE Conrerence, Conference, Kansas Kallsas City, Montana,<br />

February 25, <strong>1980</strong><br />

Moshell.J. , M M. . and Hughes, C. E. ""'RASCAL: Microcomputer<br />

canaan cartoon animation with PASCAL", Proceedings ACM/ ACMI<br />

SIGGRAPH Conference. Conference, Seattle, Washington, , August <strong>1980</strong><br />

Papen. Papert, S., ""Teaching Children n Thinking", Proceedings<br />

IFIP VYorld World Congress all on Complil <strong>Computers</strong> and Education, , Amslt!I"dam Amsterdam, ,<br />

1970.<br />

Postman, Neil, ""The Firs! First Curriculum: um: Comparing School<br />

and Television", Phi Delta Kappan, , 61:3, November 1979.<br />

This work is partially pania )' suppon supported cd by NSF Grant SED-79-18991 1 ©

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!