Workshops are open to all ISSEP and WiPSCE attendees.
|Thursday, October 13, 16:45 - 17:35, Lecture Hall S6|
artEoz – dynamic program visualization
artEoz software aims at supporting students in their learning computer programming. artEoz original design stems from the authors’ long term experience in teaching object oriented programming. It is grounded on offering the students a pedagogical view of the memory state, that is dynamically updated while the user’s program runs. Read more...
|Friday, October 14, 13:30 - 14:20, Lecture Hall S6|
This workshop will give a deeper insight into the materials described in the IT2School project which aims at supporting CS / Informatics at school in grades 4-10. Read more...
Physical Computing for Novices: Using the TinkerKit with Snap4Arduino
Physical computing is the development of interactive objects or installations that communicate with their environment through sensors and actuators. With the Arduino TinkerKit and Snap4Arduino this can easily be integrated in schools. Preassembled sensors and actuators and a modification of the Snap visual programming language reduce the complexity of using and programming Arduino. In our workshop, participants will get to know these tools and different approaches to using them in the classroom. Read more...
|Saturday, October 15, 15:45 - 16:35, Lecture Hall S8|
From Scratch to Patch: a "hands-on" workshop
A significant consequence of the widespread adoption of block-based languages such as Scratch as a means of introducing young learners to computer programming, coupled with the fact that "real world" programming is generally performed via¬¬ textual languages, is that educators are increasingly forced to address the question of how one may best facilitate the transition. This workshop will give participants the opportunity for hands-on experience with Patch, an extensively modified version of Scratch which addresses this issue and which is based upon professional practical classroom experience gained through teaching Computing to children aged 6 to 13 in the UK using both Scratch and Python over the last 3 years. Participants will be supplied with a copy of Patch and invited to explore its features through a number of programs and discuss the argued pedagogical benefits of the modifications with the author. Read more...
|Saturday, October 15, 15:45 - 16:35, Lecture Hall S6|
Sprego-Unplugged Functional Programming
Sprego – Spreadsheet Lego – is a programming tool in spreadsheet environment. Similar to Logo, it utilizes a limited set of instructions for real world problem solving, but in a functional language. As such, it is a concept based approach to programming in a widely used and accepted environment. In the workshop, authentic tables of various contents and data types will be provided to show what types of programming tasks can be carried out in Sprego environment and how these tasks can be related to introductory programming and data management. Read more...
Guess the Code
Guess the Code is a classroom project and a method of teaching computational think-ing, programming and using application. While we learn basic knowledge of how to use application, we try to guess the data structure, the algorithms of that application. We test the program, we discuss about the application as we were the programmer or the developer. Read more...