Academic literature on the topic 'Children's programming languages'

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Journal articles on the topic "Children's programming languages"

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Gou, Beilei. "Teaching Application of EdTech Tools in Children's Programming Beginners: Take Microbit as an Example." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1919–24. http://dx.doi.org/10.54097/ehss.v8i.4613.

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In the post-epidemic era, education and technology are becoming more and more closely related. As technology continues to innovate, the use of scientific and technological software, artificial intelligence, etc. in education is becoming more and more widespread. This article analyses three aspects of education: parents, educational institutions and students, and offers advice and suggestions to educational institutions for improvement based on the views of students and parents. Parents are supportive of their children learning programming languages and are willing to allow their children to us
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Putra, Darma Setiawan, Andika Rafli, Ihsan M. Arinal, and Rusnanda Resky. "Expert System for Diagnosing Diseases in Children Aged One to Six Years Using the Forward Chaining Method." Jurnal Inotera 8, no. 2 (2023): 352–58. http://dx.doi.org/10.31572/inotera.vol8.iss2.2023.id272.

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Expert systems are stems that try to integrate human knowledge into computer systems so that computers can solve problems as usually done by professional. This expert system aims to provide early information or symptoms to parents about children's diseases so that parents can find out the diseases experienced by children. This system works by entering all symptom data into the system to be traced so as to get a diagnosis of the detected results. This system was developed with PHP and MySQL programming languages as database servers. The creation of an expert system uses the Waterfall developmen
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Ramdani, Dani, Tjahjo Adiprabowo, Septian Maulana, and Sansan Nurdiansyah. "Python for Kids: Designing an Educational Literacy Application." Internet of Things and Artificial Intelligence Journal 5, no. 1 (2025): 69–84. https://doi.org/10.31763/iota.v5i1.809.

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The ability to read and write (Literacy skill) is an essential thing that needs to be known early by children. Children can build applications such as simple games, desktop applications, and websites, several programming languages support the development of children's thinking skills such as C++ on Arduino boards, Raspberry Pi, and other Microcontrollers. Python and MicroPython are also easy to learn, as well as the development of Artificial Intelligence (AI) and its Platform which is so rich in libraries, applications, and other applications. In creating applications with certain extensions,
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Eldo, Handry, and Muazziss Najmi. "Design and Implementation of an Interactive Science Educational Game to Improve Science Literacy of Elementary Students in Grades 3–6." Gameology and Multimedia Expert 2, no. 3 (2025): 75–81. https://doi.org/10.29103/game.v2i3.22556.

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Interactive educational games are one of the innovative approaches to improving science literacy skills among elementary school students. This study aims to design and implement an interactive science-based educational game to help students in grades 3–6 understand scientific concepts in a fun and engaging way. The research methods include user needs analysis, game concept design, software development, and evaluation to measure effectiveness and user responses. The game was designed by referring to the current science curriculum and integrating educational elements that suit children's develop
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Mr. Jaganath, Nandhana, Dharshini, Monesha, and Dhanya. "EDUSYNC – Smart Classroom Management System." International Research Journal on Advanced Engineering Hub (IRJAEH) 2, no. 12 (2024): 2703–6. https://doi.org/10.47392/irjaeh.2024.0373.

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A Smart Classroom Management System (SCMS) named EDUSYNC was developed to enhance learning and simplify classroom operations. This system incorporates elements of Learning Management Systems (LMS) and Content Management Systems (CMS) by utilizing modern technologies which include React.js, Node.js, MongoDB, and Large Language Models. It promotes active learning by giving students interactive tests in programming languages like Python, C++, and Java. By enabling teachers to oversee grades, authorize duty requests, and monitor student absences, the platform promotes mentor-mentee engagement. Stu
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Amanah, Euis, Selamet Samsugi, Siska Ayu Widiana, and Eliasta Ketaren. "Pengembangan Sistem Monitoring Kehadiran Siswa Dengan Bantuan Sms Gateway dan Extreme Programming." Jurnal Informatika dan Rekayasa Perangkat Lunak 4, no. 2 (2023): 141–48. http://dx.doi.org/10.33365/jatika.v4i2.2591.

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Student attendance at SMKN 1 Kebun Tebu is still done manually. The student affairs department often struggles when asked for information about student attendance. Many parents/guardians complained because they did not know the attendance information or delay of their children from the school. Communication devices in the form of cellular phones or mobile phones are not a luxury anymore but can be said to be a secondary need for everyone because the function is much more practical and efficient. These technological advances can be used as a reporting system about student information, especiall
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Nababan, Paiman, Jamaluddin Jamaluddin, Resianta Perangin-angin, and Eviyanti N. Purba. "SISTEM INFORMASI ABSENSI SISWA PADA SMK NEGERI 1 PANTAI LABU BERBASIS WEB DENGAN WHATSAPP GATEWAY." TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi 2, no. 2 (2022): 61–67. http://dx.doi.org/10.46880/tamika.vol2no2.pp61-67.

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State Vocational High School 1 Pantai Labu is a vocational school located on Jl.Pasar XII Desa Durian. The student attendance system still uses it manually in the form of sheets of paper. Student absenteeism often occurs in one room, so it is difficult for schools and parents to submit reports on their children's attendance. Because parents understand their children's attendance reports when taking report cards, so there are some students who skip school. This problem is certainly troublesome for schools and parents. based on the problem, of course for parents that their children are in school
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Bănuț, Marius, and Ion Albulescu. "EVALUATION OF AN INDUCTIVE STRATEGY OF TEACHING MUSIC AND PROGRAMMING TO PRIMARY SCHOOL STUDENTS." Information Technologies and Learning Tools 104, no. 6 (2024): 67–80. https://doi.org/10.33407/itlt.v104i6.5813.

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The traditional teaching strategies have deductive characteristics, while the modern ones have inductive characteristics. But inductive teaching strategies are not always appreciated or recommended in any educational context. Therefore, the present study aimed to design an instructional setting according to the principles of an inductive strategy for teaching content that integrates music with computer programming, and to monitor the effects of teaching, on a long term, on three consecutive generations of fourth-grade students, measuring learning acquisitions through a Learning Achievement Tes
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Yuliana, Eliya, Iqbal Kamil Siregar, and Endra Saputra. "Sistem Pakar Untuk Diagnosa Retardasi Mental Anak dengan Metode Bayes Berbasis Web." Building of Informatics, Technology and Science (BITS) 4, no. 2 (2022): 474–82. http://dx.doi.org/10.47065/bits.v4i2.2038.

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In children's mental retardation, sometimes the child's parents cannot directly consult with a psychiatric specialist because of the limited time in carrying out activities in the hospital and the high cost. Advances in expert systems can overcome this problem, namely by designing a web-based computer system that is integrated with databases and programming languages ​​such as PHP-MySQL so that it can help patients with mental retardation to diagnose the disorder. The purpose of this research is to build a web-based expert system for diagnosing mental disorders. The application of the expert s
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Guo, Yiran, Jeremy Costanza, Christophe Botek, et al. "OTHR-45. Kids First Variant WorkBench: application to germline genomic discoveries in the Children's Brain Tumor Network." Neuro-Oncology 24, Supplement_1 (2022): i157. http://dx.doi.org/10.1093/neuonc/noac079.583.

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Abstract The Gabriella Miller Kids First Pediatric Research Program (Kids First) aims at facilitating researchers to uncover new insights into the biology of childhood cancer (CC) and structural birth defects (SBD). Kids First has two initiatives, i) whole genome sequencing of biospecimens from families with CC/SBD, and ii) establishing Kids First Data Resources. Kids First Data Resource Center developed the Kids First Data Resource Portal (KFDRP), a centralized platform to search, view, analyze, and identify currently accessible data from both Kids First and collaborative cohorts, incorporati
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Dissertations / Theses on the topic "Children's programming languages"

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Hardie, Michael John. "Logo meets KidPix : a programming language for children." Thesis, University of Canterbury. Computer Science, 1994. http://hdl.handle.net/10092/9418.

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The use of computers has changed as a result of the shift in emphasis from centralised computer systems to the personal computer. Users are no longer dependent on someone else to supply their information needs, as they can retrieve the information themselves. Rather than making programming a redundant skill, this has meant that more people require programming skills, albeit at a lower level. The personal computer can now be found in many homes, but its use is mainly for the playing of games, rather than using it to learn the fundamentals of programming-sequencing, selection, and iteration. In
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Munden, Gilliad E. "Concurrency Issues in Programmable Brick Languages." Fogler Library, University of Maine, 2000. http://www.library.umaine.edu/theses/pdf/MundenGE2000.pdf.

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Vaikakul, Savalai 1976. "The linguistic exploration of children : playing with language through computer programming." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/62940.

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Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1999.<br>Includes bibliographical references (leaf 49).<br>Children's intuitions about the grammar of their language are resources which children can use to leverage understanding of formal grammatical concepts. In this thesis, I demonstrate how the Logo programming environment can be used to encourage and support children's intuitive explorations in the domain of formal linguistics. Computer programming was used to create a meaningful context in which formal grammatical concepts were introduced to children
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Johnson, Earl E. "Considerations for Programming Hearing Aids for Children." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/1745.

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Romo, Carlo André. "Gender stereotypes in Spanish language television programming for children in the United States." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2008. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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Hjorth, Maria. "Strengths and weaknesses of a visual programming language in a learning context with children." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209241.

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In a world where computers are a part of most people's everyday life, learning how to instruct one to perform time consumingand/or complex tasks is beneficial. Visual programming languages aim to make the experience for people programmingcomputers the best it can be by bypassing some of the issues of syntax and translation from mental plan to executable program. However, text-based languages come out on top when it comes to the programming languages most used. This paper aims at finding the strengths and weaknesses of teaching a visual programming language to novices in order to contribute to
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Curiel, Emily Sharon Levy. "Programming for Generative Receptive Language in Young Children with Autism Spectrum Disorder: A Matrix Training Approach." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1436725324.

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Ng, Hok-ling. "The effect of cooperative LOGO programming environment on the interaction between hearing impaired students /." Hong Kong : University of Hong Kong, 1995. http://sunzi.lib.hku.hk/hkuto/record.jsp?B14724649.

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Berardi, Emily Marie. "A Model of Children's Acquisition of Grammatical Word Categories from Adult Language Input Using an Adaption and Selection Algorithm." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6198.

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Previous models of language acquisition have had partial success describing the processes that children use to acquire knowledge of the grammatical categories of their native language. The present study used a computer model based on the evolutionary principles of adaptation and selection to gain further insight into children's acquisition of grammatical categories. Transcribed language samples of eight parents or caregivers each conversing with their own child served as the input corpora for the model. The model was tested on each child's language corpus three times: two fixed mutation rates
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Young, Teresa. "A Model of Children's Acquisition of Grammatical Word Categories Using an Adaptation and Selection Algorithm." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4148.

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Most children who follow a typical developmental timeline learn the grammatical categories of words in their native language by the time they enter school. Researchers have worked to provide a number of explicit, testable models or algorithms in an attempt to model this language development. These models or algorithms have met with some varying success in terms of determining grammatical word categories from the transcripts of adult input to children. A new model of grammatical category acquisition involving an application of evolutionary computing algorithms may provide further understanding
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Books on the topic "Children's programming languages"

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White, Elizabeth. The emotional content of language in children's television programming. Laurentian University, Department of Psychology, 1987.

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Naidoo, Jamie Campbell. Diversity programming for digital youth: Promoting cultural competence in the children's library. Libraries Unlimited, An Imprint of ABC-CLIO, LLC, 2014.

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Dietzel-Glair, Julie. Get real with storytime: 52 weeks of early literacy programming with nonfiction and poetry. Libraries Unlimited, an imprint of ABC-CLIO, LLC, 2016.

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Nelson, Jennifer. Technology and literacy: 21st century library programming for children and teens. American Library Association, 2012.

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Plata, Maximino. Assessment, placement, and programming of bilingual exceptional pupils: A practical approach. ERIC Clearinghouse on Handicapped and Gifted Children, Council for Exceptional Children, 1988.

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Richards, Roy Martin. Microcomputing in COBOL: Structured interactive applications. Science Research Associates, 1987.

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Cohen, Rina. The effects on young children of learning turtle geometry programming through the use of Logo Microworlds. Ontario Institute for Studies in Education, 1987.

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Jon, Nichol, Briggs Jonathan, and Dean Jackie, eds. PROLOG, children and students. Kogan Page, 1988.

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Gonzales, Andrea. Girl code: Gaming, going viral, and getting it done. HarperCollins Publishers, 2017.

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ill, Trap Paul D., ed. Compute!'s kids and the Atari ST. Compute! Publications, 1986.

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Book chapters on the topic "Children's programming languages"

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Kobayashi, Ikuo, Koichi Furukawa, Tomonobu Ozaki, and Mutsumi Imai. "A Computational Model for Children’s Language Acquisition Using Inductive Logic Programming." In Progress in Discovery Science. Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45884-0_7.

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Alepis, Efthimios. "AFOL: Towards a New Intelligent Interactive Programming Language for Children." In Intelligent Interactive Multimedia Systems and Services. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22158-3_20.

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Redžepi, Sukejna, Belma Muftić, Vanja Piljak, Nermina Žiga, and Mirza Dedić. "Implementing the Calculation of the Appropriate Drug Dose for Children Using the Programming Language C#." In IFMBE Proceedings. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-17971-7_105.

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Vega, Brigette, Mishel Velasco, Mauro Ocaña, and Mejía Rebeca. "Scratchjr Visual Programming Language for Early Math Skills Development in 4–7 years Old Children." In Emerging Research in Intelligent Systems. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96046-9_19.

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Sood, Suruchi, Amy Henderson Riley, and Lyena Birkenstock. "Entertainment-Education and Climate Change: Program Examples, Evidence, and Best Practices from around the World." In Storytelling to Accelerate Climate Solutions. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-54790-4_2.

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AbstractEntertainment-education is a global theory-driven and evidence-based storytelling strategy that promotes social and behavioral change. A formal review of the peer-reviewed and grey literature, alongside consultations with program and industry experts, revealed several contemporary examples of entertainment-education and climate change. Late-night comedy, with the inclusion of climate change storylines within popular entertainment, is common in the Global North. In the Global South, climate adaptation and mitigation narratives are situated in formats portraying audiences’ lived experien
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Blaz Jacquelyn W. and Pearce Patricia F. "Using Ruby On Rails." In Studies in Health Technology and Informatics. IOS Press, 2009. https://doi.org/10.3233/978-1-60750-024-7-281.

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The world is becoming increasingly web-based. Health care institutions are utilizing the web for personal health records, surveillance, communication, and education; health care researchers are finding value in using the web for research subject recruitment, data collection, and follow-up. Programming languages, such as Java, require knowledge and experience usually found only in software engineers and consultants. The purpose of this paper is to demonstrate Ruby on Rails&amp;trade;as a feasible alternative for programming questionnaires for use on the web. Ruby on Rails&amp;trade;was specific
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Sullivan, Amanda, and Marina Umaschi Bers. "Computational Thinking and Young Children." In Advances in Early Childhood and K-12 Education. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3200-2.ch007.

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Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This chapter examines the role that user interfaces have on children's mastery of computational thinking concepts, programming ability, and positive interpersonal behaviors. It presents two technologies designed specifically for young children: the KIBO robotics kit and the ScratchJr programming application, both of which focus on teaching young children introductory computational thinking skills in a cognitively and socio-emotionally developmentally appropriate way. The KI
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Sullivan, Amanda, and Marina Umaschi Bers. "Computational Thinking and Young Children." In Early Childhood Development. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7507-8.ch043.

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Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This chapter examines the role that user interfaces have on children's mastery of computational thinking concepts, programming ability, and positive interpersonal behaviors. It presents two technologies designed specifically for young children: the KIBO robotics kit and the ScratchJr programming application, both of which focus on teaching young children introductory computational thinking skills in a cognitively and socio-emotionally developmentally appropriate way. The KI
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Brzózka, Aleksander. "Przetłumacz mi książeczkę. Kilka słów o przekładzie literatury dziecięcej i młodzieżowej tylko dla dorosłych." In Beyond Language. Æ Academic, 2018. http://dx.doi.org/10.52769/bl1.0014.abrz.

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The following article focuses on ideology and power relations involved in the act of translating children’s literature. It is proposed that discussions within the theory of CLTS be shifted away from questions of how to produce better translations by avoiding manipulation to focusing on how manipulation and ideology work in translated texts for children. A series of fourteen Polish translations of Mark Twain’s Adventures of Tom Sawyer is used to show the influence that the translator’s ideosomatic and idiosomatic programming has on handling offensive and religious expressions. The extensive dat
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Hagelgans, Heike, and Kristina Anna Binder. "„Mars an Erde: Ingenuity fliegt über den Mars“ - Ein Scratch-Projekt in der Primarstufe zur Marsmission 2020." In Informatisch-algorithmische Grundbildung im Mathematikunterricht der Primarstufe. WTM-Verlag Münster, 2022. http://dx.doi.org/10.37626/ga9783959872126.0.04.

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Das Lernen mit und über digitale Medien ist aktuell ein bestimmendes Thema in der Gestaltung von Lernumgebungen im Mathematikunterricht der Primarstufe. Im Lernen über digitale Medien ist die Thematisierung der Funktionsweise von Computern mittels Algorithmen und Programmen ein zentrales Thema. Im vorliegenden Beitrag wird ein Unterrichtsentwicklungsprojekt vorgestellt, dass sich anhand der aktuellen Marsmission 2020 der NASA damit beschäftigt, wie Kinder mithilfe der Programmiersprache Scratch Grundkenntnisse zum Programmieren erwerben können. Es zeigt sich, dass die Kinder sehr schnell grund
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Conference papers on the topic "Children's programming languages"

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Harms, Kyle J., Evan Balzuweit, Jason Chen, and Caitlin Kelleher. "Learning programming from tutorials and code puzzles: Children's perceptions of value." In 2016 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 2016. http://dx.doi.org/10.1109/vlhcc.2016.7739665.

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Petković, Tamara, Svetlana Lazarević Petrović, and Mioljub Lazarević. "IMPORTANCE OF PROGRAMMING LANGUAGES FOR CHILDREN." In 2nd International Scientific Conference. Association of Economists and Managers of the Balkans, Belgrade, Serbia, 2018. http://dx.doi.org/10.31410/itema.2018.33.

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Alglave, Jade, Luc Maranget, Paul E. McKenney, Andrea Parri, and Alan Stern. "Frightening Small Children and Disconcerting Grown-ups." In ASPLOS '18: Architectural Support for Programming Languages and Operating Systems. ACM, 2018. http://dx.doi.org/10.1145/3173162.3177156.

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Tsukamoto, Hidekuni, Yasuhiro Takemura, Hideo Nagumo, Isamu Ikeda, Akito Monden, and Ken-ichi Matsumoto. "Programming education for primary school children using a textual programming language." In 2015 IEEE Frontiers in Education Conference (FIE). IEEE, 2015. http://dx.doi.org/10.1109/fie.2015.7344187.

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Brown, Sarah Anne, Sharon Lynn Chu, and Pengfei Yin. "A Survey of Interface Representations in Visual Programming Language Environments for Children’s Physical Computing Kits." In IDC '21: Interaction Design and Children. ACM, 2021. http://dx.doi.org/10.1145/3459990.3460727.

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Deutsch, Thomas, Stefan Hinterhölzl, and Iris Groher. "A Game-based Learning App for Primary School Children with German as a Second Language." In Special Session on Gamification on Computer Programming Learning. SCITEPRESS - Science and Technology Publications, 2022. http://dx.doi.org/10.5220/0011126300003182.

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Stoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.

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Computer games are nowadays very popular among various generations especially for children and youth. Creation and implementation of own games are challenging to learn the programming for both, high school and university students. The article describes the problem and project teaching and learning of programming at the university, where the theme of the project is "the implementation of didactic computer game of their choice." The project can be implemented as an individual work, in pairs or in group of students. Programming environment or programming language to implement the computer game is
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Closcaru, Petrica, Liviu Iosif, and Crenguta Puchianu. "AN INTERACTIVE ALPHABET FOR PRESCHOOLERS." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-035.

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The preschoolers need to be permanently supervised in order to learn the alphabet and they also need to be offered continuous support through which they can exercise. So, the kids consider that learning alphabet as a difficult, repetitive and boring activity. Nowadays, all parents want their children to know the alphabet as early as possible, but the methods they use are not attractive for kids. Both parents and kids feel the need of finding an interesting, fun, game-based method to learn the alphabet and this is represented by Interactive Alphabet for Preschoolers Application (shortly, IAPA).
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Gorobets, Elena. "PROGRAMMING, REGULATION AND CONTROL FUNCTIONS IN CHILDREN WITH SPECIFIC LANGUAGE IMPAIRMENT AND SENSORIMOTOR ALALIA." In 5th SGEM International Multidisciplinary Scientific Conferences on SOCIAL SCIENCES and ARTS SGEM2018. STEF92 Technology, 2018. http://dx.doi.org/10.5593/sgemsocial2018/3.2/s11.042.

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Fan, Yuning. "An Open-Source Programming Language-Based Interactive Device: Popular Science of the Five Cereals for Children." In 2021 IEEE 2nd International Conference on Big Data, Artificial Intelligence and Internet of Things Engineering (ICBAIE). IEEE, 2021. http://dx.doi.org/10.1109/icbaie52039.2021.9389899.

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