dc.creatorVidal Duarte, Elizabeth
dc.date.accessioned2019-04-02T21:54:03Z
dc.date.accessioned2023-06-01T13:53:48Z
dc.date.available2019-04-02T21:54:03Z
dc.date.available2023-06-01T13:53:48Z
dc.date.created2019-04-02T21:54:03Z
dc.date.issued2016-07-11
dc.identifierElizabeth 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.identifier978-1-4503-4231-5
dc.identifierhttp://repositorio.ulasalle.edu.pe/handle/20.500.12953/66
dc.identifierIn Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education (ITiCSE '16)
dc.identifier10.1145/2899415.2925499
dc.identifier.urihttps://repositorioslatinoamericanos.uchile.cl/handle/2250/6517165
dc.description.abstractHow 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.
dc.languageeng
dc.publisherITICSE
dc.relationhttps://dl.acm.org/citation.cfm?id=2925499
dc.relationinfo:eu-repo/semantics/article
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rightsinfo:eu-repo/semantics/restrictedAccess
dc.sourceRepositorio Institucional - ULASALLE
dc.subjectCS1, Phyton,
dc.titleTeaching the First Programming Course with Python's Turtle Graphic Library
dc.typeinfo:eu-repo/semantics/article


Este ítem pertenece a la siguiente institución