Teaching the First Programming Course with Python's Turtle Graphic Library

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How to keep students interested in a CS1 course is not new to those who teach the subject. This work describes our experience in the use of Python with its Turtle Graphic Library in a game-oriented approach that seeks to increase the interest and motivation of students. We present the assignment for...

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Detalles Bibliográficos
Autor: Vidal Duarte, Elizabeth
Formato: artículo
Fecha de Publicación:2016
Institución:Universidad La Salle
Repositorio:ULASALLE-Institucional
Lenguaje:inglés
OAI Identifier:oai:repositorio.ulasalle.edu.pe:20.500.12953/66
Enlace del recurso:http://repositorio.ulasalle.edu.pe/handle/20.500.12953/66
Nivel de acceso:acceso restringido
Materia:CS1, Phyton,
Phyton
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dc.title.es_ES.fl_str_mv Teaching the First Programming Course with Python's Turtle Graphic Library
title Teaching the First Programming Course with Python's Turtle Graphic Library
spellingShingle Teaching the First Programming Course with Python's Turtle Graphic Library
Vidal Duarte, Elizabeth
CS1, Phyton,
Phyton
title_short Teaching the First Programming Course with Python's Turtle Graphic Library
title_full Teaching the First Programming Course with Python's Turtle Graphic Library
title_fullStr Teaching the First Programming Course with Python's Turtle Graphic Library
title_full_unstemmed Teaching the First Programming Course with Python's Turtle Graphic Library
title_sort Teaching the First Programming Course with Python's Turtle Graphic Library
author Vidal Duarte, Elizabeth
author_facet Vidal Duarte, Elizabeth
author_role author
dc.contributor.author.fl_str_mv Vidal Duarte, Elizabeth
dc.subject.es_ES.fl_str_mv CS1, Phyton,
topic CS1, Phyton,
Phyton
dc.subject.ocde.es_ES.fl_str_mv Phyton
description How to keep students interested in a CS1 course is not new to those who teach the subject. This work describes our experience in the use of Python with its Turtle Graphic Library in a game-oriented approach that seeks to increase the interest and motivation of students. We present the assignment for branch, loops and functions: the simulation of a basic game with a spaceship that can shoot a bullet to the enemy. Our experience has shown us that students get engaged and motivate themselves with the graphical component. We have found an improvement in students' grades.
publishDate 2016
dc.date.accessioned.none.fl_str_mv 2019-04-02T21:54:03Z
dc.date.available.none.fl_str_mv 2019-04-02T21:54:03Z
dc.date.issued.fl_str_mv 2016-07-11
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dc.identifier.citation.es_ES.fl_str_mv Elizabeth Vidal Duarte. 2016. Teaching the First Programming Course with Python's Turtle Graphic Library. In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16). ACM, New York, NY, USA, 244-245. DOI: https://doi.org/10.1145/2899415.2925499
dc.identifier.isbn.none.fl_str_mv 978-1-4503-4231-5
dc.identifier.uri.none.fl_str_mv http://repositorio.ulasalle.edu.pe/handle/20.500.12953/66
dc.identifier.journal.es_ES.fl_str_mv In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16)
dc.identifier.doi.es_ES.fl_str_mv 10.1145/2899415.2925499
identifier_str_mv Elizabeth Vidal Duarte. 2016. Teaching the First Programming Course with Python's Turtle Graphic Library. In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16). ACM, New York, NY, USA, 244-245. DOI: https://doi.org/10.1145/2899415.2925499
978-1-4503-4231-5
In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16)
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dc.language.iso.eng_US.fl_str_mv eng
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