Teaching Programming Skills to Children?
KlaatuVN asks: "My younger siblings are asking for ways to learn to program. If I remember correctly, when I was younger I started programming by writing games like 'Lemonade Stand' in BASIC for the Commodore 64. Short of finding a Commodore 64 emulator and digging up some old BASIC programming books somewhere, what do you think is a good way of teaching children to program? I'm not trying to start a 'language war', but that does enter into it. Should I start with a scripting language? What, O Wise Slashdot Readers, are your opinions?" When I was just starting out in computers, I remember LOGO being a big help in teaching me the logic skills I would eventually use as a programmer. I know LOGO is still around, but it would be interesting to note if there are other similar projects like it. What tools, and programs would you use to teach programming skills to interested youngsters?
Malbolge.
'nuff said.
Stagecast Creator is a fairly elementary language that can introduce the young ones to object oriented thinking. You can program multi-level games and applications like calculators. Each object is defined by its set of parameters and how it interacts with other objects. A few friends of mine have used it to introduce their kids to programming and have found it to be pretty successful.
TiFox
-- I'd say your post was about 3 monkeys, 18 minutes.
I've been teaching Python to older kids and teens (10+) and have had good success. A few younger kids started in the classes but had trouble with typing and general computer skills. Most of the kids caught on to programming and were writing their own variations on assignments.
Very young kids have problems with attention span, reading, typing, etc. so you may want to use something like Lego Mindstorms instead of text-based programming.
See www.geekschool.org for one approach.
Good luck finding it - but if you do it is a killer teacher of Boolean Logic.
Last time I played it was on an Apple IIe.
Glonoinha the MebiByte Slayer
Lego Mindstorms and it's RCX language. Fairly intuitive, robust, and you can get it to do cool real-world stuff.
While I think a child might be ok with making some little PC games, I think they would love it even more if they could build a dinosaur and make it walk like they want it to.
Looking for hardware (Currently need: Large Etch-a-Sketch) Have one? See my journal!
I would vote for assembly (no this isn't a joke). Assembly is really simple when it comes down to it and would be good for instruction for several reasons:
1) fewer operators than pretty much any other language (unless you're talking about x86 asm)
2) teaches how computers *really* work inside. I never became an effective C programmer until I learned assembly and what was going on behind the scenes. Your kids will learn the basics of booleans, memory layout, branches, etc much more thoroughly than if they started with C. After they've mastered asm then they can move on to C and will appreciate it that much more.
I'd stay away from kludgy languages like C, C++, Java, Basic, etc.
So Smalltalk might be good. I'd suggest Lisp, but it might be too useless ;) I've also heard good things about Ruby.
And assembler might be good too. A big light turned on in my head when I learned assember, because I finally figured out what was going on inside the computer.
Go with a flexible language as a first language. You don't want them stuck using only one programming paradigm. If possible, choose something that can do OOP, functional, logic, etc. It will serve them well down the road if they ever want to use it for anything not to be stuck in just one paradigm.
There's no sig like SIGSEG
Macromedia Director (or Revolution, or Hypercard) seem to be a natural for an introductory taste to programming... at least they were for me.
My "real" first taste of programming was BASIC, with the old K-power magazines and my Atari 400/Apple II+. Those were the days.
At any rate, my entry into building actual applications came with Director 1.0, many years later.
It gives a timeline that anyone can animate and assign rudimentary interactivity to -- building presentations, programs, and even specialized applications -- without any programming needed, but also allows for Lingo scripting (as a next step) -- which you can achieve pretty much anything with.
Lingo is very close to BASIC, but the syntax comes closer to C/Javascript/PHP, and it's getting more object-oriented with every revision.
The bottom line is that *anyone* can build an application or presentation with any of these tools that work, without programming.
But *with* programming, you can add bells, whistles and functions that wouldn't be possible working in the timeline alone.
From there, kids can (if they have aptitude) make the jump to C or scripting languages once they can understand more complicated syntax.
Just my thoughts, but if someone tried to teach Perl or VBScript to an 8-year-old, I think it'd be an uphill battle.
A battle I'd pay to see, because I think it'd be much funnier than anything that's broadcast on TV these days, at any rate.
God, I miss LOGO.
--dr00gy
The reason "we" got into programming when young is that we were all probably maths/science people looking for an outlet for our energy ("I never made the first team, I just made the first team laugh" - billy bragg).
Unless they already have a flexible and mathematical brain, it's really going to be hard to teach them to cope with the logic of
x = x+1
That statement is directly contradictory to anything that they ever learn in maths, and I certainly wouldn't want them believing that it was actually a statement of equality.
As programmers we contort our brains to think of it as 'x takes the value of whatever x is now plus 1' - but it's us changing our thinking to suit the computers for this specific task.
I have thought a number of times about trying to teach teenagers computer programming, but after having taught them maths for the last 4 years, I don't think I would attempt this with any but the most advanced students.
However, programming concepts can be taught using more visual tools. I can't remember the name of the program, but I have seen a Lego Mindstorm programming interface which is ideal for kids: it's visual, it's dragging and dropping program pieces, and it gives kids some concrete feedback on their progress (since it makes the Lego robot, or whatever, do something).
You and I might be happy to write a "helloworld" or a "prime number list generator", but most people need something a bit less abstract as a proof of their progress. LOGO had the conrete output of a picture (so it'd be a competition between the kids to make the picture). Mindstorms have robots (so it's a competition to make the coolest robot).
To summarise the summary of the summary
Cool, but useless.
I'd look at it from some criteria. The weights that you give these criteria would vary depending on your target audience. For most audiences, I've listed them in descending order.
I refer to the Lego Mindstorm's RCX here. There are two forms for this. One is the graphical program builder that comes with it. The other is traditional languages like NQC. Generally, NQC etc have all the disadvantages of C.
Overall, either Logo or Python would be a good choice, depending on your target audience. I'd say that Logo would be a good choice for 12 and under, and that Python would be good for after that. Note that Logo knowledge easily translates to Lisp, so one possible track would be to start with Logo, and later transitition to Lisp.
Karel takes simple commands (for example, turnLeft(), moveForward(), or pickUpBall()) and has boolean functions that act as sensers (such as hitWall() or wallOnRight().
When coupled with basic control structures, it's a fun and easy language to learn, and most Karel implementations have a graphic display of Karel moving around its world, so a wall-hugging function like the following isn't purely academic, it can be experienced just by watching.
You can make Karel programs that solve mazes or that clear the room of balls, etc. It's obviously not a good programming language to do anything of use (although I have seen a Karel half-adder accomplished by picking up and dropping balls), it's a great introduction to OO programming that seems more like a game than education.Sit them down on the couch, push the DVD of Hackers into your player, pour the microwave popcorn into a big bowl and have them enjoy the movie for 90 minutes. Then when the show is over, carefully explain to them that real-life programming is the exact opposite of everything they just saw.
Hope that helps,
GMD
watch this
Though I don't have children I would think that something like Robocode would be ideal. Considering that you can get almost instant feedback for the changes you make, and that it's a game, which if my niece is any indication, will consume any child above 2.5yrs to the point of tears when bedtime comes around.
- Gef
...or Visual Basic. Seriously.
I have to say this, because someone recommended assembly language with a straight face.
Some things you should remember:
1) Programming languages are just an expression of a problem's solution. The less time you can spend learning to express, the more time you can be solving.
2) Teaching someone logic is really the goal at early stages. Teaching them how a computer works (i.e. - low level programming) is really just noise at the start. Teaching someone object orientation is problematic in the opposite direction.
3) Your mileage may vary by age. A ten year old learns VERY differently than an 11 year old.
4) You're probably a genious that learned to program by plowing through manuals and books and scouring the web. This makes you the exception to the rule. Most people do NOT learn this way.
5) Not everyone will be good at programming, ever, but everyone can make it further than Hello World...they can make it to the point where they are conscious that they are _creating_ something.
6) Most people benefit from immediate visual feedback. Teaching someone how to compile and link slows them down. Teaching someone to write to stdout slows them down. Slapping together something in Visual Basic and then showing them how to hook up responses gets them moving quickly, especially when they can hit F5 and see what happens immediately. VB adds other complexity, though, which makes something like LOGO better in terms of simplicity.
7) Not everyone wants to be a coding god. Some people just want to see what programming is, some people _think_ they are l33t hax0rs but don't know shit (you always get these in large classes), some people are there against their will (parents made them do it, etc)...just keep it simple and fun. Most people won't take this to be the start of a career in software development.
I used to teach programming courses for summer camps. Java is just totally inaccessible as a first language. I tried. Visual Basic actually worked very well. Object orientation is best explained by NOT explaining it (people will naturally understand what a "push button" is, but it's a waste of time to explain how it's "subclassed" from a "widget". These things can come later). Half the trick is not scaring them off in the first few weeks.
If there was a free Logo package that didn't suck, I'd have used that (maybe there is, I couldn't find one at the time, but that was years ago).
My response to it all was to develop Toby (http://icculus.org/toby/), which is a variation on Logo.
--ryan.
Don't say, "don't quote me," because if no one quotes you, you probably haven't said a thing worth saying.
Depends on the age. For younger children I'd teach Visual Basic instead of QuickBasic. For older ones, I'd start with C.
I know, I know. Calm down, breath in and out, and put the flame-throwers away. Yes, PostScript is obscure. Yes, it's not a prepositional language (i.e. modifier before object, as in English), like Pascal or Basic. It's not even remotely "English-like". Yes, it's not a functional language, like C or nearly everything else. Yes, it's not object-oriented. Yes, it's not a fasionable language or one that will prepare kids for "the real world". There isn't even a bleeping "For Dummies" book for PostScript. Et cetera, and so on and so forth. Blah blah blah.
But PostScript does have a lot going for it, due in part to its wierdness:
Printing and publishing are great "nerdy" hobbies for kids. I used to help my parents collate the books they wrote, photocopy hand-drawn illustrations on to the dot-matrix print-out from our Apple IIe, and trouble-shoot Apple Writer II and the printer. It turned out those skills (as prerequisites) ne
Democracy. Whiskey. Sexy. Pick any two.
I have seen a lot of programming languages for kids around:
1. Squeak. (Based on smalltalk). Graphical environment that has all sorts of 3d, sound, voice, etc stuff to play with. Everything is editable, down right to the squeak environment (of course this isnt mandatory, but can be done). Squeak kind sucks for professional work (its kinda slow, being an emulated environment) but is great to teach stuff on. Heck, it even has a part that kids can "program" without writing a line of code (using a visual paradigm that I dont have the most experience with, sorry). (oh, btw, squeak runs on all platforms)
2. Logo. Yup, still alive and kicking. Also runs on all platforms. If you want to teach multiagent systems, then you can look into *Logo (star logo).
3. Boxer. A mac only thing that has a lot of educational properties.
4. Toon Talk. Oriented on the younger crowd. Uses a lego like code building process to solve missions. Only for windows i think.
Any way, those programs should more then enough provide an educational start in programming to the younger audience.
This
Seymour Papert, who holds the Lego chair for learning research at MIT (and who created Logo) wrote a book called the Connected Family which addresses this issue. The book is available at amazon, and there's a companion website. In a nutshell, he recommends using meaningful projects to teach programming concepts in an environment like that provided by Logo.
Quite Right, I guess I should have been more clear.
The point I was trying to make is that HTML is a base from which student can explore in whichever directions interest them, and have something to show for it at the end.
I don't know the students in question so there is no way I can know what will make them happy and capture their imagination. That is the strength of html. So many things can be associated with it, that there should be something for everyone. No, it isn't a programming language, but it can teach them something of structure, and it builds their confidence and competence while they work out what *they* want to learn about next.
If you have decided that they will make great kernel programmers, fine, give them C. Maybe they will love it!
*However* They might find that they are happy tinkering with Flash or playing around creating yet another content management system using client/server side scripting. Give them HTML and they have a forgiving environment to explore and play with. I reckon that is important.
If the students really have a talent for programming, they will quickly outgrow HTML and find something to get their teeth into. If not, then they will still have some basic understanding of the web, and won't have wasted their time or yours getting disheartened and struggling with something that doesn't suit them (I'm making an assumption here that HTML is easier than any programming language, I reckon that stands).
You can be an accountant without understanding calculus, and you can be productive with computers without understanding the subtleties of pointers. You can't assume everyone wants to or can become a hardcore programmer. The thing to do is to let them explore where their level is.
Interesting that this question comes up now, as I'm just starting to teach programming to a 12 year old.
One of the first things that I worried about was what language to use. After some thought, I decided that as long as a few guidelines were followed in language choice, it didn't really matter. The most important things were:
Language considerations came from that:
This all translated into a text editor, PHP and assignments uploaded to her site. I seriously considered Perl and Python (especially Python - as it turns out that would have been very handy for teaching proper style. The concept of whitespace and proper indenting is surprisingly difficult to instill ;) ). PHP isn't my favorite language for a lot of reasons, but it's fine for teaching control flow, logic, data structures, modularity. It was handily available on her server, and meant she could show her work to her web friends right away. Python might be better in a classroom situation, because there's a pool of people with a similar environment that work can be shown to.
At any rate, we're only three lessons in, so this is still in the expermintal stages. But if you're interested in swapping experiences, reply to this and I'll leave an email address.
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Just incase it sounded like I was blowing my own trumpet in the parent post, I wanted to point out that I haven't become some sort of master coder simply because I started early.
Infact, I've met coders with just a few years' experience who can kick my ass. Despite the early grounding, it appears I turned into a generalist rather than a specialist. Perhaps this proves that nurture is not everything..
mogorific carpentry experiments