Abstract
Novice learners find motion as a continuous process of change challenging to understand. In this paper, we present a pedagogical approach based on agent-based, visual programming to address this issue. Integrating agent-based programming, in particular, Logo programming, with curricular science has been shown to be challenging in previousresearch on educational computing. We present a new Logo-based visual programming language-ViMAP-and, a sequence of learning activities involving programming and modeling, designed specifically to support seamless integration between programming and learning kinematics. We describe relevant affordances of the ViMAP environment thatsupports such seamless integration. We then present ViMAP-MoMo, a curricular unit designed in ViMAP for modeling kinematics, for a wide range of students (elementary- high school). Finally, we describe in detail a sequence of learning activities in three phases, discuss the underlying rationale for each phase, and where relevant, report results in the form of observational data from two studies.
| Original language | English (US) |
|---|---|
| Pages (from-to) | 23-42 |
| Number of pages | 20 |
| Journal | Technology, Knowledge and Learning |
| Volume | 17 |
| Issue number | 1-2 |
| DOIs | |
| State | Published - Apr 2012 |
All Science Journal Classification (ASJC) codes
- Mathematics (miscellaneous)
- Education
- Human-Computer Interaction
- Computer Science Applications
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