This is a book on programming. However, it is neither a manual nor an introductory text book. Typical computer science categories (such as functionality, power, or efficiency) are of only marginal interest to the authors. Instead, where programming in its broadest sense is looked at from a psychological point of view - learning, perception, understanding, the design of programming languages or command sets, and most prominently, the representation of human programming knowledge are the topics forming the core of the book. It discusses the static structure of programs as well as the activity of programming. This book was not written for psychologists only. It goes beyond pure analysis and delves into constructive, engineering activities. Several articles try to explicitly feed back the knowledge gained through thorough psychological analysis into real system building enterprises. It is the hope of the editors, therefore, that the messages contained in this book are considered relevant for programmers, will-be programmers (meaning learners), and designed of programming languages and environments.
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Für höhere Schule und Studium
Für Beruf und Forschung
Illustrationen
ISBN-13
978-1-56750-094-3 (9781567500943)
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Schweitzer Klassifikation
Representation of programming episodes in the ELM model; the acquisition and utilization of knowledge in beginners and advanced learners; online modelling the novice-expert shift in programming skills on a rule-schema-case partial order; the role of visual perception, selective attention, and short-term memory for symbol manipulation - a neutral network model that learns to evaluate simple LISP expressions; sources of interference for computer beginners and experts on the task of text-editing; the process of acquisition of a new programming language (LISP) - evidence for transfer of experience and knowledge in programming; knowledge organization of novices and advanced programmers - effect on previous knowledge on recall and recognition of LISP-procedures; aspects of acquiring interactive structures in computer programming; expert strategies in debugging - experimental results and a computational model modelling system complexity in human-computer interaction using IOS-analysis; TRAPS - an intelligent tutoring environment for novice programmers; GLUE - a graphical LISP environment for beginners; toward Visual Smalltalk; ELM programming envrionment - a tutoring system for LISP beginners.