Academic literature on the topic 'Human-computer interaction][Programming'

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Journal articles on the topic "Human-computer interaction][Programming"

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Vallgårda, Anna, Laurens Boer, Vasiliki Tsaknaki, and Dag Svanæs. "Material programming." Interactions 24, no. 3 (2017): 36–41. http://dx.doi.org/10.1145/3057277.

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Roy, Debdulal Dutta. "Computer Programming Job Analysis." Management and Labour Studies 27, no. 4 (2002): 255–62. http://dx.doi.org/10.1177/0258042x0202700403.

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This study investigated relative uses of computer programming job characteristics across different organizations and effects of different demographic variables on job analysis ratings. Data were collected from 201 computer programers of 6 different organizations through checklist. Principal component analysis noted four mostly used job characteristics as program writing and testing, human relations, data analysis and user satisfaction. Of them only data analysis differed among different organizations significantly. No significant main and interaction effects of the demographic variables on job analysis ratings were noted. Results were explained in terms of different human resource program design.
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Thimbleby, Harold. "FEATUREIgnorance of interaction programming is killing people." Interactions 15, no. 5 (2008): 52–57. http://dx.doi.org/10.1145/1390085.1390098.

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Coblenz, Michael, Gauri Kambhatla, Paulette Koronkevich, et al. "PLIERS." ACM Transactions on Computer-Human Interaction 28, no. 4 (2021): 1–53. http://dx.doi.org/10.1145/3452379.

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Programming language design requires making many usability-related design decisions. However, existing HCI methods can be impractical to apply to programming languages: languages have high iteration costs, programmers require significant learning time, and user performance has high variance. To address these problems, we adapted both formative and summative HCI methods to make them more suitable for programming language design. We integrated these methods into a new process, PLIERS, for designing programming languages in a user-centered way. We assessed PLIERS by using it to design two new programming languages. Glacier extends Java to enable programmers to express immutability properties effectively and easily. Obsidian is a language for blockchains that includes verification of critical safety properties. Empirical studies showed that the PLIERS process resulted in languages that could be used effectively by many programmers and revealed additional opportunities for language improvement.
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van der Velden, Maja. "Programming for cognitive justice." Interacting with Computers 17, no. 1 (2005): 105–20. http://dx.doi.org/10.1016/j.intcom.2004.10.004.

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van den Herik, H. J., A. Plaat, D. N. L. Levy, and D. Dimov. "Plagiarism in game programming competitions." Entertainment Computing 5, no. 3 (2014): 173–87. http://dx.doi.org/10.1016/j.entcom.2014.02.002.

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Abu Naser, S., A. Ahmed, N. Al Masri, and Y. Abu Sultan. "Human Computer Interaction Design of the LP-ITS: Linear Programming Intelligent Tutoring Systems." International Journal of Artificial Intelligence & Applications 2, no. 3 (2011): 60–70. http://dx.doi.org/10.5121/ijaia.2011.2306.

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LANDAUER, J., and M. HIRAKAWA. "From Programming by Demonstration to Programming by WYSIWYG." Journal of Visual Languages & Computing 8, no. 5-6 (1997): 621–40. http://dx.doi.org/10.1006/jvlc.1997.0063.

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Theodoropoulos, Anastasios, and George Lepouras. "Augmented Reality and programming education: A systematic review." International Journal of Child-Computer Interaction 30 (December 2021): 100335. http://dx.doi.org/10.1016/j.ijcci.2021.100335.

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de Souza, C. S., S. D. J. Barbosa, and S. R. P. da Silva. "Semiotic engineering principles for evaluating end-user programming environments." Interacting with Computers 13, no. 4 (2001): 467–95. http://dx.doi.org/10.1016/s0953-5438(00)00051-5.

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Dissertations / Theses on the topic "Human-computer interaction][Programming"

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Roast, Christopher Richard. "Executing models in human computer interaction." Thesis, University of York, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.335778.

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Allen, Jeanette. "Effects of representation on programming behavior." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9233.

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Tchernavskij, Philip. "Designing and Programming Malleable Software." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS499.

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Les besoins des utilisateurs en matière de fonctionnalités et d'interfaces logicielles sont variés et changeants. Mon objectif est de permettre aux utilisateurs eux-mêmes de facilement modifier ou faire modifier leur logiciel en fonction de l'évolution de leurs besoins. Toutefois, à mon avis, les approches actuelles ne traitent pas cette question de façon adéquate : L'ingénierie logicielle favorise la flexibilité du code mais, dans la pratique, cela n'aide pas les utilisateurs finaux à apporter des changements à leurs logiciels. Les systèmes permettant à l'utilisateur de programmer en direct (“live programming”) ou de modifier le code du logiciel (“end-user programming”) permettent aux utilisateurs de personnaliser les interfaces de leur logiciel en accédant et modifiant le code source. J'adopte une approche différente, qui cherche à maximiser les modifications qui peuvent être faites à travers des interactions habituelles, par exemple la manipulation directe d'éléments d'interface. J'appelle cette approche la malléabilité logicielle. Pour comprendre les besoins des utilisateurs et les obstacles à la modification des logiciels interactifs, j'étudie comment les logiciels actuels sont produits, maintenus, adoptés et appropriés dans un réseau de communautés travaillant avec des données sur la biodiversité. Je montre que le mode de production des logiciels, c'est-à-dire les technologies et les modèles économiques qui les produisent, est biaisé en faveur de systèmes centralisés et uniformisés. Cela m'amène à proposer un programme de recherche interdisciplinaire à long terme pour repenser les outils de développement logiciel afin de créer des infrastructures pour la pluralité. Ces outils peuvent aider de multiples communautés à collaborer sans les forcer à adopter des interfaces ou représentations de données identiques. Le logiciel malléable représente une telle infrastructure, dans laquelle les systèmes interactifs sont des constellations dynamiques d'interfaces, de dispositifs et de programmes construits au moment de leur utilisation. Ma contribution technologique est de recréer des mécanismes de programmation pour concevoir des comportements interactifs. Je généralise les structures de contrôle existantes pour l'interaction en ce que j’appelle des intrications (“entanglements”). J'élabore une structure de contrôle d'ordre supérieur, les intricateurs (“entanglers”), qui produisent ces intrications lorsque des conditions préalables particulières sont remplies. Ces conditions préalables sont appelées co-occurrences. Les intricateurs organisent l'assemblage des interactions dynamiquement en fonction des besoins des composants du système. Je développe ces mécanismes dans Tangler, un prototype d’environnement pour la construction de logiciels interactifs malléables. Je démontre comment Tangler supporte la malléabilité à travers un ensemble de cas d'étude illustrant comment les utilisateurs peuvent modifier les systèmes par eux-mêmes ou avec l'aide d'un programmeur. Cette thèse est un premier pas vers un paradigme de programmation et de conception de logiciels malléables capables de s'adapter à la diversité des usages et des utilisateurs<br>User needs for software features and interfaces are diverse and changing, motivating the goal of making it as easy as possible for users themselves to change software, or to have it changed on their behalf in response to their developing needs. However, in my opinion, current approaches do not address this issue adequately: software engineering promotes flexible code, but in practice this does not help end-users effect change in their software. End-user and live programming systems help users customize their interfaces by accessing and modifying the underlying source code. I take a different approach, seeking to maximize the kinds of modifications that can take place through regular interactions, e.g. direct manipulation of interface elements. I call this approach malleable software. To understand contemporary needs for and barriers to modifying software, I study how it is produced, maintained, adopted, and appropriated in a network of communities working with biodiversity data. I find that the mode of software production, i.e. the technologies and economic relations that produce software, is biased towards centralized, one-size-fits-all systems. This leads me to propose a long-term, interdisciplinary research program in reforming the tools of software development to create infrastructures for plurality. These tools should help multiple communities collaborate without forcing them to consolidate around identical interfaces or data representations. Malleable software is one such infrastructure, in which interactive systems are dynamic constellations of interfaces, devices, and programs assembled at the site of use. My technological contribution is a reconstruction of the programming mechanisms used to create interactive behavior. I generalize existing control structures for interaction as entanglements, and develop a higher-order control structure, entanglers, which produces entanglements when particular pre-conditions, called co-occurrences, are met. Entanglers cause interactions to be assembled dynamically as system components come and go. I develop these mechanisms in Tangler, a prototype environment for building malleable interactive software. I demonstrate how Tangler supports malleability through a set of benchmark cases illustrating how users can modify systems by themselves or with programmer assistance. This thesis is an early step towards a paradigm for programming and designing malleable software that can keep up with human diversity
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Lau-Kee, David Andrew. "Visual and by-example interactive systems for non-programmers." Thesis, University of York, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238670.

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Thornburg, Kristopher M. "The effect of positive and negative messages on problem solving in computer programming tasks." Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/608.

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Many supervisory control systems require the operator to solve any problems that the system's automation cannot accommodate. Consequently, this class of systems would benefit from designs and methods which improve operator problem solving performance. Currently, human factors researchers develop designs and methods emphasizing the cognitive capacities and abilities of operators. For the most part, these approaches neglect the emotional state of the operator, although emotion has been shown to have an important impact on performance in many other domains. This dissertation introduces the modified Multidimensional Problem Solving (m-MPS) Model, a theoretical model predicting how affect, one aspect of emotion, will influence problem solving performance. The model was tested in an experiment in which 32 participants attempted to correct a series of 5 bugs in a computer program. During their task, they received compiler messages with keywords specifically chosen to create a positive or negative affective state. The model predicted that the participants with messages designed to increase positive affect would seek solutions with a more divergent thought process, and this would be indicated with a more diverse set of problem-solving approaches, along with higher scores on a divergent thought measuring test administered throughout the experiment. Those with less positive affect would seek solutions in a smaller, less creative space and demonstrate less divergent thought. Unfortunately, the feedback messages did not appear to evoke an emotional response powerful enough to create a measurable change in emotional state. However, the messages did affect various aspects of the participants' performance in ways consistent with the model, including fewer repeated solutions with increasing divergent thought scores (F(1,423) = 12.39, p < 0.01) and the probability of continuing the problem solving process declines with each unsuccessful attempt (Z = -2.98, p = 0.003). The most compelling result was that participants receiving the negative messages were significantly less likely to successfully complete the problem-solving task (Wald Χ2 = 4.06, p = 0.044). These results suggest that in human-computer interactions, messages are an important factor in creative problem solving performance. Further research is necessary to determine the source of these effects in supervisory control interfaces.
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Bergqvist, Andreas. "When Code Becomes Play : Appropriation in the Programming of Outdoor Play Spaces." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-438131.

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Barn får färre möjligheter att skapa och utforma sina egna platser att leka på då samhället urbaniseras. Samtidigt förväntar samhället att de ska lära sig att programmera tidigare i livet. Barn leker oftare i designade lekplatser där man har färre möjlighet att bygga sina egna kojor och gömställen. Detta arbete utforskar hur programmeringsbara artefakter i lekplatser kan approprieras av barn i ett försök att ge barnen mer makt över lekplatserna. En prototyp bestående av tre insektsformade artefakter, ett programmeringsspråk, och en utvecklingsmiljö designades och utvecklades specifikt för denna studie. Den utvärderades av 20 barn i åldrarna 8–10 år indelade i fem grupper. Studien tog plats utomhus i närheten till platser där deltagarna ofta lekte. Utifrån observationer av när prototypen utforskas och intervjuer med deltagarna gjordes en tematisk analys. Analysen resulterade i fem teman; kontroll över prototyper, fokus på sig själv, fokus på att stödja andra, social hierarki kring enheten, och användning av prototyper. Studiens resultat indikerar att programmeringsspråk och dess utvecklingsmiljöer inte bara är ett verktyg i approprieringen av lekutrymmet, utan även en del av kontexten som ramar in lek och kan där igenom approprieras i sig själv. Genom detta kan programmeringen bli en del av leken. Dessutom, designarbetet och utvärderingen av designen genererade insikter i hur man kan arbeta med och studera programmeringsbara lekplatser.<br>Children get fewer opportunities to create and shape the places they play in due to the urbanization of society. Meanwhile, society has begun expecting them to begin learning to code at earlier ages. As more children play in designed playgrounds, they have fewer chances to build their own treehouses and hideouts. This study attempts to explore how programmable props in playgrounds afford appropriation by children, in an attempt to give them more power over the playgrounds and their play. A set of programmable playground props were designed and developed into a prototype. A prototype consisting of three artefacts shaped like insects, a programming language, and a development environment was designed. The prototype was tested and evaluated by 20 children in the ages eight to ten divided into five groups. The study took place outside close to where the participants normally played. A thematic analysis was done on the observations of the prototype being used and the recorded conversations from group interviews with the participants. The analysis resulted in five themes; control over the prototype, focus on self, focus on supporting others, social hierarchy around the device, and usages of the prototype. The result of the study suggests that programming languages and development tools are not just tools in the appropriation of play spaces, but also structures that can frame play. Through this, the programming becomes part of the play. Additionally, the design process and study generated insights on how you can work with and study programmable playgrounds.
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Lindgren, Sebastian. "A Mobile Graph-Like Visual Programming Language." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36249.

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Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.
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Bellamy, Rachel Katherine Emma. "Support tools for planning : a psychological investigation in the context of programming." Thesis, University of Cambridge, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386988.

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Levine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.

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Garcia, Mariano. "Effects of levels of abstractness of icons used to represent programming language constructs." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/8171.

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Books on the topic "Human-computer interaction][Programming"

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Thimbleby, Harold. Press on : principles of interaction programming. MIT Press, 2007.

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Press on: Principles of interaction programming. MIT Press, 2010.

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Intuition and computer programming (WT). Nova Science Publishers, 2010.

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Catherine, Plaisant, ed. Designing the user interface: Strategies for effective human-computer interaction. 4th ed. Pearson/Addison Wesley, 2005.

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Designing the user interface: Strategies for effective human-computer interaction. Addison-Wesley, 1987.

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Designing the user interface: Strategies for effective human-computer-interaction. 3rd ed. Addison Wesley Longman, 1998.

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Shneiderman, Ben. Designing the user interface: Strategies for effective human--computer interaction. 2nd ed. Addison-Wesley, 1992.

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Shneiderman, Ben. Designing the user interface: Strategies for effective human-computer-interaction. 3rd ed. Addison Wesley Longman, 1998.

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Game feel: A game designer's guide to virtual sensation. Morgan Kaufmann Publishers, 2009.

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Tanaka-Ishii, Kumiko. Semiotics of programming. Cambridge University Press, 2009.

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Book chapters on the topic "Human-computer interaction][Programming"

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Blackwell, Alan F. "Psychological Issues in End-User Programming." In Human-Computer Interaction Series. Springer Netherlands, 2006. http://dx.doi.org/10.1007/1-4020-5386-x_2.

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Pane, John F., and Brad A. Myers. "More Natural Programming Languages and Environments." In Human-Computer Interaction Series. Springer Netherlands, 2006. http://dx.doi.org/10.1007/1-4020-5386-x_3.

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Hijón-Neira, Raquel, Ángel Velázquez-Iturbide, Celeste Pizarro-Romero, and Luís Carriço. "Improving Students Learning Programming Skills with ProGames – Programming through Games System." In Human-Computer Interaction – INTERACT 2013. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40498-6_48.

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Rosson, Mary Beth, and John M. Carroll. "Fun for All: Promoting Engagement and Participation in Community Programming Projects." In Human–Computer Interaction Series. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-68213-6_33.

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Dobson, Simon, and Paddy Nixon. "Whole-System Programming of Adaptive Ambient Intelligence." In Universal Access in Human-Computer Interaction. Ambient Interaction. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73281-5_8.

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Schneider, Matthias. "Fast — A stepper in an object-oriented programming environment." In Visualization in Human-Computer Interaction. Springer Berlin Heidelberg, 1990. http://dx.doi.org/10.1007/3-540-52698-6_7.

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Schneider-Hufschmidt, Matthias. "Integrating visual aids into an object oriented programming environment." In Visualization in Human-Computer Interaction. Springer Berlin Heidelberg, 1990. http://dx.doi.org/10.1007/3-540-52698-6_8.

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Gweon, Gahgene, Jane Ngai, and Jenica Rangos. "Exposing Middle School Girls to Programming via Creative Tools." In Human-Computer Interaction - INTERACT 2005. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11555261_36.

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Kay, Judy, and Bob Kummerfeld. "Teaching User Interface Design and Programming to Computer Science majors." In Human-Computer Interaction INTERACT ’97. Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35175-9_32.

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Yigitbas, Enes, Ivan Jovanovikj, and Gregor Engels. "Simplifying Robot Programming Using Augmented Reality and End-User Development." In Human-Computer Interaction – INTERACT 2021. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85623-6_36.

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Conference papers on the topic "Human-computer interaction][Programming"

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Vallgårda, Anna, Laurens Boer, Vasiliki Tsaknaki, and Dag Svanæs. "Material Programming." In NordiCHI '16: 9th Nordic Conference on Human-Computer Interaction. ACM, 2016. http://dx.doi.org/10.1145/2971485.2971554.

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Sosnin, Petr. "Pseudocode programming of human-computer interaction in collaborative designing." In 2011 International Conference on Electrical, Control and Computer Engineering (INECCE). IEEE, 2011. http://dx.doi.org/10.1109/inecce.2011.5953899.

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Groigor, Sonia, Constantin Nandra, and Dorian Gorgan. "Controlling a programming environment through a voice based virtual assistant." In RoCHI - International Conference on Human-Computer Interaction. MATRIX ROM, 2020. http://dx.doi.org/10.37789/rochi.2020.1.1.18.

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Espinosa C, María Alexandra, Román Eduardo Sarmiento P., Nitae A. Uribe O., Ariel O. Ortiz B., and Pedro E. Casanova N. "Teaching Principles of Programming without ICT." In Interacción 2019: XX International Conference on Human Computer Interaction. ACM, 2019. http://dx.doi.org/10.1145/3335595.3335627.

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Laporte, Lieve, and Bieke Zaman. "Informing Content-driven Design of Computer Programming Games." In NordiCHI '16: 9th Nordic Conference on Human-Computer Interaction. ACM, 2016. http://dx.doi.org/10.1145/2971485.2971499.

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Seraj, Mazyar, Serge Autexier, and Jan Janssen. "BEESM, a block-based educational programming tool for end users." In NordiCHI'18: Nordic Conference on Human-Computer Interaction. ACM, 2018. http://dx.doi.org/10.1145/3240167.3240239.

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Zarb, Mark, Janet Hughes, and John T. Richards. "Analysing Communication Trends in Pair Programming Videos using Grounded Theory." In The 26th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2012. http://dx.doi.org/10.14236/ewic/hci2012.106.

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Guibert, Nicolas, and Patrick Girard. "Programming by example and computer-aided teaching of algorithmics." In the 15th French-speaking conference on human-computer interaction. ACM Press, 2003. http://dx.doi.org/10.1145/1063669.1063709.

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Heintz, Stephanie, and Effie Lai-Chong Law. "Evaluating Design Elements for Digital Educational Games on Programming: A Pilot Study." In The 26th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2012. http://dx.doi.org/10.14236/ewic/hci2012.32.

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Diaz, Leonel Morales, and Luis Felipe Ayala Lopez. "A Classification of Programming Styles in Scratch." In CLIHC '17: 8th Latin American Conference on Human-Computer Interaction. ACM, 2017. http://dx.doi.org/10.1145/3151470.3156639.

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