Back to LC & Inventive Users
Judy Perry
jperryl at ecs.fullerton.edu
Thu Aug 11 18:01:00 EDT 2011
I have a vague notion of a hands-on assignment for my classes next term
involving having them use the 30-day demo and making something
semi-interesting (to them) in LC.
Apparently I did a really sucky job of articulating this to the first
person I asked, so, here I try, try again, this time including my
necessary caveats and reasons why:
If you had a month, meaning, 4 long sessions or 8 shorter sessions, to get
an absolute Joe Public to make something small but semi-interesting in LC,
i.e., something they couldn't do in PowerPoint, what are the top 5 things
you'd want them to learn about programming?
I mean, I'm guessing it's something like IDE, Stack-Card metaphor,
commands, functions, conditionals, variables... but I'm looking for those
categories along with some specific examples per my caveats below.
CAVEATS:
1. This is a General Education class meaning students either have to take
this "Computers and Society" course or some biology course involving
dissection. This means they don't particularly want to take this class
but it strikes them as less gross than dissecting worms or heaven know
what. But, seriously: nobody really wants to be there.
2. #1 above means that student engagement is a MUST. The point of the
assignment is NOT to make them hate using computers. #1 also means that
some of them barely know how to do attachments with email. It also means
that some of them are downright computer-phobic.
3. No "Hello World." Sorry, but "Hello World" is a distinct historical
and cultural artifact to which this audience simply will not relate. One
of the rules of interactive system design is that using a computer to do
something should always offer some seriously compelling reason to do it
that way as opposed to the way they know, and writing three lines of
script to put "Hello World" into a text field isn't likely to sound more
compelling that simply typing it in the field themselves. The point of
the assignment is NOT to turn them into programmers but to help them
appreciate some of the things that go into the applications they use
everyday and some of the things those programmers have to contend
with/know.
4. Each step or lesson along the way needs to result in something that is
engaging to the learner. Current adult learning theory is that adults
need, yupp, instant gratification, or at least be able to see that they
are getting somewhere.
5. No standalone production (I don't want to have to guess at what they
didn't do correctly). We may do revlets though.
Ideas, suggestions gratefully accepted; otherwise, I'll just wing it like
I usually do. ;-)
Judy
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