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Did Google and the Hour of Code Get "Left" and "Right" Wrong?

theodp writes: Command the dancers to "point left" in Google's dance-themed Code Boogie learn-to-code tutorial on the Santa Tracker website, and the dancers actually point to their own right. The lesson seems to reinforce a common mistake made by younger children learning to code in LOGO, which is to use their own or the display screen's frame of reference rather than the turtle's frame of reference. "These misconceptions," explained Richard E. Mayer, "may be due to the knowledge that the child brings with him or her to the programming environment. For example, children who possess an egocentric conception of space (Piaget & Inhelder, 1956) would fail to recognize that when the turtle is at a 180-degree orientation, its right corresponds to the child's left." So, it should probably be asked if the learn-to-code tutorials from Lucasfilm, Code.org, and Google that are being used to teach the world's K-12 schoolchildren to code might be making the same mistake as 4-7 year-olds. In this year's flagship flagship Lucasfilm/Code.org Star Wars Hour of Code tutorial, for example, command the droid BB-8 to move left and it could move to either its own left or right depending on what direction it's pointed in. So, did the "Largest Learning Event in History" also get "left" and "right" wrong?

107 comments

  1. Stage Left by sunderland56 · · Score: 5, Insightful

    Welcome to the difference between "Left" and "Stage Left".

    1. Re:Stage Left by ShanghaiBill · · Score: 0, Flamebait

      The problem is that "left" and "right" are ambiguous, unless the reference point is specified. It is better to use the unambiguous port and starboard.

    2. Re:Stage Left by bws111 · · Score: 1, Informative

      Port and starboard are no less ambiguous in this situation.m Are you looking in the direction of the front of the ship, or is the dancer? Stage left is the proper way to say it.

    3. Re:Stage Left by Chris+Mattern · · Score: 2

      Port and starboard are only unambiguous if you're on a ship.

    4. Re:Stage Left by Anonymous Coward · · Score: 1

      Easy: Milk hand, cookie hand. Done.

    5. Re:Stage Left by JustAnotherOldGuy · · Score: 0

      The problem is that "left" and "right" are ambiguous, unless the reference point is specified. It is better to use the unambiguous port and starboard.

      Same problem using different terms. "Port" and "Starboard" are also ambiguous unless the reference point is specified.

      --
      Just cruising through this digital world at 33 1/3 rpm...
    6. Re:Stage Left by JustAnotherOldGuy · · Score: 2

      Easy: Milk hand, cookie hand. Done.

      MIND. BLOWN.

      Thank you, AC, for resolving an issue that has plagued me for years.

      --
      Just cruising through this digital world at 33 1/3 rpm...
    7. Re:Stage Left by Culture20 · · Score: 2, Funny

      This not help Cookie Monster. Both hands cookie hand. Om nom nom nom nom!

    8. Re:Stage Left by NotQuiteReal · · Score: 1, Flamebait

      Obviously you do not know what Port and Starboard mean... by definition they are unambiguous.

      --
      This issue is a bit more complicated than you think.
    9. Re:Stage Left by arth1 · · Score: 3, Informative

      Obviously you do not know what Port and Starboard mean... by definition they are unambiguous.

      They are indeed unambiguous, but no more so than left and right.

      If someone stands in front of you facing you as you walk towards them says "turn left", it means in your frame. Not theirs.
      If someone on a boat ahead of you as you sail towards them says "turn port", it means in your boat's frame. Not theirs.

      In either case, there's no ambiguity. The size of the frame of reference is larger for port/starboard, but it's still a non-fixed frame of reference. Ambiguity is avoided by always using the frame of reference of the recipient at the time the message is received, not your own.

      It's like driving an RC car. If you tell it to turn left, it's the RC car's left. Always. Anyone who don't intuitively understand that has a mental deficiency or doesn't match the 3+ age requirement.

    10. Re:Stage Left by slimjim8094 · · Score: 5, Informative

      Port and starboard are explicitly referenced to the object's "forward", i.e. object's left and object's right respectively. So in this case port is the turtle's left no matter which way they face. That's why they use it on boats and planes and things where some might be facing backwards.

      (By the way, if you need help remembering colors and orientations, port wine is red - and port has the same number of letters as left. Starboard is right and green.)

      --
      I have developed a truly marvelous proof of this comment, which this signature is too narrow to contain.
    11. Re:Stage Left by magarity · · Score: 1

      Obviously you are not a theatre geek; "stage left", "stage right", "up stage" and "down stage" are terms designed to remove ambiguity.

    12. Re:Stage Left by Anonymous Coward · · Score: 1

      C++ is for cookie, that's good enough for me.

    13. Re:Stage Left by UnknownSoldier · · Score: 1

      Why not just use the unambiguous CW or CCW ?? (Clockwise or Counter-Clockwise, respectively)

      In computer graphics we always talk about a Axis (of Rotation) + Angle as Left/Right is unambiguous -- some things don't even _have_ a (natural) forward.

    14. Re:Stage Left by Anonymous Coward · · Score: 1

      CCW and CW are not without ambiguity. You need to know if it is about a vector looking down on the object or up through the object.

    15. Re:Stage Left by Anonymous Coward · · Score: 1

      So you're on a ship facing aft, the dancers are on another ship facing aft, the ships are stern to stern. What does "dancers point starboard" mean?

    16. Re:Stage Left by Anonymous Coward · · Score: 0

      Is cookie hand a euphemism for cackhand?

    17. Re:Stage Left by Chris+Mattern · · Score: 1

      Obviously you do not know what Port and Starboard mean... by definition they are unambiguous.

      No, by definition they are fixed to a frame of refereence and are only unambiguous as long as you do not step outside that frame. Consider two ships, one northbound, one southbound. Port on one ship is the opposite direction from port on the other.

    18. Re:Stage Left by del_diablo · · Score: 1

      Wrong point.
      1. Port and starboard seem to have roots back to 1300s at the least, which predates clockwise
      2. The next naming nightmare will come when we will have space ships which face directions, but the hull around is circular.
      3. Clock direction you still need to know what direction you are going in

    19. Re:Stage Left by Darinbob · · Score: 1

      What about widdershins?

    20. Re:Stage Left by John+Bokma · · Score: 2

      Also staRboaR and Right

    21. Re: Stage Left by Anonymous Coward · · Score: 0

      Sorry, that's still not enough. Is the reference frame inertial or is it accelerating arbitrarily?

    22. Re: Stage Left by Anonymous Coward · · Score: 0

      There is no problem at all with circular (I assume you mean spherical) spaceships. In physics, the problem was solved hundreds of years ago for particles, which are even more difficult to handle than spherical objects. Look up the Frenet-Serret (aka TNB) frame.

      For the physics challenged SciFi geeks, you can read Ender's game, it illustrates the concept of T from the TNB frame very well. Of course if you want to understand the N you'll also need to know about curvature, which as we know from Einstein can be felt in the pit of your stomach. (Don't bother with the B if you're a Lettie, you'll just get it wrong).

      martingale - too lazy to log in

    23. Re:Stage Left by Anonymous Coward · · Score: 0

      Wrong.

      Port and starboard are left and right, respectively, while facing from the stern to the bow of the ship. This is regardless of your orientation with respect to the ship.

    24. Re:Stage Left by AthanasiusKircher · · Score: 1

      What about widdershins?

      Widdershins is a bit different. It usually refers to the direction you go around something, rather than the direction you turn (e.g. while stationary). I realize that these are obviously related, but there's an implied difference in perspective -- counterclockwise can refer both to a path direction around an axis or the axis rotation direction itself. Widdershins, at least traditionally, tends to refer to the former, or more accurately, keeping an object to your left as you circumambulate.

    25. Re:Stage Left by Half-pint+HAL · · Score: 1

      Port and starboard are explicitly referenced to the object's "forward", i.e. object's left and object's right respectively. So in this case port is the turtle's left no matter which way they face. That's why they use it on boats and planes and things where some might be facing backwards.

      Only if the object in question is the vessel. If you were using port and starboard, you would still have to address the question of whether the turtle is the vessel or a passenger.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    26. Re:Stage Left by jshackney · · Score: 1

      You're at an amazing dual production of HMS Pinafore.

    27. Re: Stage Left by sberge · · Score: 1

      Port and starboard are not used on planes.

    28. Re:Stage Left by Chris+Mattern · · Score: 1

      1. Port and starboard seem to have roots back to 1300s at the least, which predates clockwise.

      Well, sorta. It predates the word "clockwise", but not the concept. On sundials in the northern hemisphere, the shadow moves clockwise, which is why clocks were made to run that way too. Before there was "clockwise" and "counterclockwise" there was "sunwise" (or "deasil") and "widdershins", which referred to the same directions.

  2. Its vs your by Anonymous Coward · · Score: 0

    So was stated to move the object to its left, or your (the coders) left?

    Not clarifying the perspective is an epic fail.

  3. Not a mistake by bws111 · · Score: 4, Informative

    They are not 'making a mistake.' In this case, left and right are ambiguous. It is why is real situations like this (eg a director telling a dancer which way to point) the terms 'stage left' or 'house left' would be used. Or at the very least, 'your left' or 'my left'.

    1. Re:Not a mistake by Anonymous Coward · · Score: 0

      Yep, and I also believe that throwing this ambiguity at them early is a good thing. Esp. if it gets them thinking about the difference between different reference frames.

    2. Re:Not a mistake by U2xhc2hkb3QgU3Vja3M · · Score: 2

      But I thought frames had been deprecated! Fucking HTML!

    3. Re:Not a mistake by The+MAZZTer · · Score: 2

      It's also a good lesson in "sometimes the documentation sucks, and you'll have to experiment to see what the API actually does".

    4. Re:Not a mistake by JustAnotherOldGuy · · Score: 2

      But I thought frames had been deprecated! Fucking HTML!

      "This page uses frames, but your browser doesn't support them."

      Only terrorists use frames, Comrade. Report to the Re-education camp immediately.

      --
      Just cruising through this digital world at 33 1/3 rpm...
    5. Re:Not a mistake by arth1 · · Score: 1

      They are not 'making a mistake.' In this case, left and right are ambiguous.

      There's nothing ambiguous about it at all. In imperative form, unqualified left and right always refers to the frame of the recipient of the message, never the producer of the message.

      If I say "step to the left", it means "step to your left", not "figure out my direction and step towards my left". Whether I'm spinning like a dirndl or communicating over radio so you don't know what way I'm pointing, you always know which way you are pointing, and that's the only left that matters. There's no ambiguity at all, just ignorance or indifference on the part of the transmitter.

      Directions like port, stage left, or west are references to a bigger frame of reference for the recipient. But even then, it's from the viewpoint of the recipient. If someone on a ship in front of you shouts "boat ahoy, turn starboard!", you better turn towards your boat's starboard, not his ship's. If Beijing tells a taikonaut on the moon to drive east, it's the Moon East, not Earth East.

    6. Re:Not a mistake by Anonymous Coward · · Score: 0

      A better lesson would be this very important concept:

      Information without context is meaningless.

      Something that, sadly, most adults don't even grasp.

    7. Re:Not a mistake by BenBoy · · Score: 1

      Glad I looked before I posted; 'stage left' vs 'house left' occurred to me as well.

    8. Re: Not a mistake by Anonymous Coward · · Score: 0

      Off topic, but important: Please stop using the word taikonaut. That word was made up by a non Chinese-speaker, as a bastardization of the Chinese word for space and the -naut suffix familiar to westerners. No Chinese person would ever dream of using it. Chinese space travellers are no more taikonauts than their American colleagues are spaceonauts.

    9. Re: Not a mistake by Anonymous Coward · · Score: 0

      No Chinese person would ever dream of using it.

      Thank you, self-elected spokesman for billions of people. Go now, tumblr needs you.

    10. Re:Not a mistake by cascadingstylesheet · · Score: 1

      They are not 'making a mistake.' In this case, left and right are ambiguous. It is why is real situations like this (eg a director telling a dancer which way to point) the terms 'stage left' or 'house left' would be used. Or at the very least, 'your left' or 'my left'.

      Precisely.

      "Left" and "right" only have meaning in context. In this situation, the viewer's frame of reference is stable, while the turtle's (or whatever's) is not, so it makes just as much sense to use the viewer's frame of reference.

    11. Re: Not a mistake by Anonymous Coward · · Score: 0

      I'm not the self-elected representative of the Chinese people, the Chinese government is. And they use "astronaut" and "kosmonaut" about Chinese space travellers when they publish official texts in English and Russian, respectively.

      Who is your favorite spaceonaut? The corollary to your assertion that there is at least one Chinese person who finds the word "taikonaut" useful is that there is at least one anglophone who finds the word "spaceonaut" useful. In the interest of your argument I suggest you volunteer to be that person.

      Go now, fearless netonaut and read about taikonauts on archived webpages circa 2007.

    12. Re:Not a mistake by radarskiy · · Score: 1

      Is HTML inertial or non-intertial?

    13. Re: Not a mistake by Anonymous Coward · · Score: 0

      No, it's pretty accurate: '-naut' makes no sense, it's not phonetically right for Mandarin Chinese. The construction is consonant-vowel for syllables with the sole exception of something rendered 'r' by Pinyin which is its own syllable somehow. It'd be rather like trying to pass something like 'sqrkht' off as an actual English word.

    14. Re:Not a mistake by Half-pint+HAL · · Score: 1

      Yep, and I also believe that throwing this ambiguity at them early is a good thing. Esp. if it gets them thinking about the difference between different reference frames.

      Only if the ambiguity is discussed and made into an explicit teaching point, which doesn't appear to be the case here. Just throwing in a particular interpretation of an ambiguous case doesn't count -- it frustrates some by being counterintuitive, and simultaneously doesn't challenge those whose intuition matches the chosen interpretation.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    15. Re: Not a mistake by Anonymous Coward · · Score: 0

      lmao

  4. Expectations by frovingslosh · · Score: 1

    Sounds like some people are setting much higher expectations from Lucasfilm, Code.org, and Google that I have. Actually getting things right is too demanding of a standard.

    --
    I'm an American. I love this country and the freedoms that we used to have.
    1. Re:Expectations by ShanghaiBill · · Score: 1

      This is why I try to avoid using LOGO-TURTLE and Code Boogie for mission critical applications.

    2. Re:Expectations by Tablizer · · Score: 1

      This is why I try to avoid using LOGO-TURTLE...for mission critical applications.

      But we want our system stack to be turtles all the way down.

  5. What the f.... is by Anonymous Coward · · Score: 0

    ... the reference frame of a BB-unit? Aren't they completely omni-directional?

    1. Re: What the f.... is by Anonymous Coward · · Score: 0

      Only when they are at rest. As soon as the tangent direction to the motion curve is well defined, there is a clear "forward"

  6. It depends on whose left you specify by istartedi · · Score: 1

    This is why sailors don't use left and right. They use port and starboard, which are specified as port being left if you are at the front of the ship looking in the forward direction of travel. If they just said "left" or "right", the instruction was actually ambiguous. Another poster already pointed out that in this context, you have "stage left" and "stage right" which serves the same purpose as the nautical terms.

    --
    For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
    1. Re:It depends on whose left you specify by Tablizer · · Score: 1

      This is where "nested" composition references come in handy:

      self.left
      captain.left
      ourBoat.left
      enemyBoat.left

    2. Re:It depends on whose left you specify by bickerdyke · · Score: 1

      But what keeps you from ataching the same frame of reference to left and right as you do to port and starbord? Like when you go to your doctor, he will know, even when talking about your case with other doctors, that the pain in the right arm is always in YOUR right arm.

      --
      bickerdyke
    3. Re:It depends on whose left you specify by istartedi · · Score: 1

      "But what keeps you from ataching the same frame of reference to left and right as you do to port and starbord?"

      The lack of a clear convention in other contexts.

      Assuming you're right about the medical scenario, it's because doctors are taught that as a convention. The general public isn't.

      --
      For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
  7. Slow news lifetime by Anonymous Coward · · Score: 0

    Eh, Theodp?

  8. Setting these children up for failure. by Anonymous Coward · · Score: 0

    Nothing is ever wrong. Everyone gets a trophy.

  9. Misconceptions my ass by Anonymous Coward · · Score: 0

    Every played any game (2D or 3D)? Tell me O wise one, which direction does your character move, when the "left" and "right" arrow keys are pressed?

    1. Re: Misconceptions my ass by Anonymous Coward · · Score: 0

      Some of the very early 3rd-person 3D games would move the character to his/her left when you pushed left. They sucked.

    2. Re:Misconceptions my ass by Half-pint+HAL · · Score: 1

      Every played any game (2D or 3D)? Tell me O wise one, which direction does your character move, when the "left" and "right" arrow keys are pressed?

      Tell me, O wise one, are we talking about Pacman or Asteroids...?

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  10. Psychological clap-trap. by Anonymous Coward · · Score: 0

    The summary reminds me of that pop psychology nonsense about asking kids which super power they'd want. To be invisible, or to fly. The answer (according to some pop-psychologists thinking) is that kids who say invisible means there's something wrong with you, and you're trying to hide.

    Which always made me laugh. Apparently the idiots of the world who made this up never thought about the practical aspects of this. Invisibility would give you a HUGE amount of power in the world. Flying would be just kind of stupid. We have lots of thinks that get you from point A to point B very quickly already.

    1. Re:Psychological clap-trap. by JustAnotherOldGuy · · Score: 1

      Invisibility would give you a HUGE amount of power in the world.

      Pshaww, invisibility is a lame-o "super power". Manipulating probability is best super power, hands down.

      Oh my, this test is very hard, whats the probability i will pass? Let's crank that up to 100%.
      Hmmm I'm not sure i can jump over this building, let's change my chance of success to 100%
      What would happen if I put the chance of having laser eyes to 100%, WHOA i got laser eyes!
      What's the chance that my cancer will instantly go into remission and never return? I'd say....100%.
      See that hot chick right there? I think I'll change the chance of her wanting to bang me to 100%. woo hoo!
      What's the chance that I'll inherit a million dollars tax-free in the next 2 minutes? 100%, or course.
      What's the chance that I'll never be hurt, sick, or injured ever again? 100%. *boom*, done.

      You can have your weak-ass invisibility, because I'll just change the chance of "anyone being invisible to me" to 0%.

      --
      Just cruising through this digital world at 33 1/3 rpm...
    2. Re:Psychological clap-trap. by CCarrot · · Score: 1

      We have lots of thinks that get you from point A to point B very quickly already.

      Umm, wouldn't that be teleportation? ;-)

      I wish we had teleportation...I would choose that!

      --
      "I love animals! Some are cute, others are tasty, what's not to like?" - Betsy Schroeder, Jeopardy contestant
    3. Re: Psychological clap-trap. by Anonymous Coward · · Score: 0

      YOU WIN

      * Read the above in period appropriate Engrish

  11. Another hatchling left behind by Krishnoid · · Score: 3, Insightful

    For example, children who possess an egocentric conception of space (Piaget & Inhelder, 1956) would fail to recognize that when the turtle is at a 180-degree orientation, its right corresponds to the child's left."

    I'd argue that this is a failure in instruction. If s/he was told at the beginning that s/he *was* the turtle, perhaps with a couple code examples demonstrated in first-reptile view side-by-side with a top-level view, the child would probably get the idea right off the bat.

    1. Re:Another hatchling left behind by Anonymous Coward · · Score: 0

      Or give them 5 minutes with a remote controlled car.

    2. Re:Another hatchling left behind by Anonymous Coward · · Score: 0

      That's not a failure in instruction, it's a test to see if the person is egocentric or not. People who are egocentric will think of themselves and their own point of view by default, without taking into consideration the subject, unless specified otherwise.

    3. Re:Another hatchling left behind by Half-pint+HAL · · Score: 1

      That's not a failure in instruction, it's a test to see if the person is egocentric or not. People who are egocentric will think of themselves and their own point of view by default, without taking into consideration the subject, unless specified otherwise.

      That's Piaget's theory, certainly, but Piaget was wrong. Try reading Margaret Donaldson's book Children's Minds, which quite nicely summarises all the research against Piaget. It places a big emphasis on the role of task wording in Piaget's results and suggests that the failure to "decentre" in Piaget's test subjects was the result of questions which failed to connect with intuition. Crucially, much of Piaget's scenarios didn't realise any concepts of motive or agency. Dancers are people, so even young children can ascribe agency to them and appreciate their unique frame of reference.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  12. Game Point of view (Isomorphic or non.) by Marc_Hawke · · Score: 2

    In a 3rd Person Isomorphic situation where your character runs all over a static screen (think Diablo), then left or right should be based on the screen, as you're not in the same 'perspective' as the character is. However, for 3rd Person (over the shoulder) or First Person games, then left or right become the character's perspective (which incidentally lines up with the screen.

    In the Hour of Code example (I did the StarWars one not the elves) it was pretty obvious what perspective you were in and how left and right should work. However, if the elves just dance (and don't move) it's possible the Santa one is 3rd person Over the shoulder, with a rotated camera.

    The question is if you're controlling the elf, or telling the elf what to do. There's a subtle difference.

    --
    --Welcome to the Realm of the Hawke--
    1. Re:Game Point of view (Isomorphic or non.) by nyet · · Score: 1

      And if you are writing a scroller, the character's position is actually fixed, and moving "left" means moving the frame (background, sprites and all) right.

    2. Re:Game Point of view (Isomorphic or non.) by Anonymous Coward · · Score: 0

      Not only that. The typical view is from the screen. Not the POV of the character but of the programmer.

      In fact I made that same mistake years ago in my first graphics class. Needless to say everything was inverted because I did it from the POV of the object not the user.

  13. It's only wrong if they cleared it up wrong.. by Anonymous Coward · · Score: 0

    By that I mean if they said left refers to the left of the screen and the turtle moves to the right of the screen then they are wrong..

    Without reading the course material I can't say they are wrong..

  14. Snagglepuss: Exit, Stage Left by theodp · · Score: 1
  15. "screen" left and right works just fine. by PhantomHarlock · · Score: 2

    Some have mentioned the idea of "stage" left and right. Coming from a theater and television background I can relate to this, but it is unnecessary in this application.

    My wife just got her entire school to do the hour of code. She teaches a 1st and 2nd grade combo class. Adding the difficulty of character-centric directions from the get-go would make it more difficult for some first and second graders to do this, that is a concept that can come later. A few of her students breezed through the entire first lesson set, most can just grasp all the concepts, and some need a little more help but always succeed. (they work in teams, trading off keyboard/mouse time, and that works best for kids of their age.) and it teaches an amazing wealth of concepts even without having to deal with third party perspective direction.

    It would be a good concept to switch it up on a much later lesson and specifically talk about the difference between screen direction and character perspective direction. They did not 'get it wrong' for the basic lessons in any way shape or form.

    This is much ado about nothing. The hour of code and code.org offerings are amazing as they are. They are giving kids a big boost in fundamental concepts they would not normally learn or at least in an applied manner until much later. It makes learning fun. Unlike most technology oriented education programs, this one actually is useful and works. When first and second graders go home and explain to their parents what an algorithm is and how they use one that's a pretty awesome thing.

  16. Simon Says... by theodp · · Score: 1
    1. Re:Simon Says... by Anonymous Coward · · Score: 0

      No, it's a jump to the left and then a step to the right!

  17. left and right.. no difference by nerdyalien · · Score: 1

    proof:
    left -> left -> left = right

  18. No by Dracos · · Score: 2

    Your other left.

  19. It's a ball, it doesn't have left and right. by Anonymous Coward · · Score: 0

    Merry Christmas, y'all.

  20. Obvious conspiracy by HPr0tagonist · · Score: 1

    This is transparently part of the MS/Google/Code.org plot to ensure that American children cannot reason or program properly, thereby ensuring that facts can be brought to bear supporting the case for programming jobs (which should be theirs by birthright) to be outsourced to India/China.

  21. A teacher's opinion by PhantomHarlock · · Score: 3, Interesting

    After my previous post I went and talked to my teacher wife directly about this. She said at the age level that she teaches (first and second grade) it would be a really bad idea. They are just then learning their directions and compass directions and changing the perspective would make it very confusing.

    Also, she pointed out that some, but not all of the lessons use compass directions, North South East and West. Switching East and West on them when they are just learning about them is not an age-appropriate thing to do, their brains are not ready for that yet. You and I get that concept easily but at that age it's not there yet. She did say that the code.org programs are an excellent and applied way for kids to learn compass directions.

    The interesting thing however is that if you DID want to teach it, the tools are there. One of the first things that they learn to do is to define the function of the direction buttons in the GUI when making interactive games. You could wire them in reverse. But there's no way that she would be doing that with her grade level.

    This is a concept that should be saved for and given as a lesson for the older kids using the more advanced classes that are programming directly in javascript.

    I'd like to hear from more actual teachers who are actually using code.org with their kids.

    1. Re:A teacher's opinion by theodp · · Score: 2

      As far as the frame of reference problem goes, does your wife ever have the kids play Simon Says? Kids seem to catch on pretty fast to the concept when it's their turn to be leader (and the other kids will be quick to correct them when they're wrong!). :-)

      It is interesting, I think, to consider that almost 50 years of educational research may have been overlooked or disregarded in the making of the learn-to-code tutorials being used by schools around the world (LOGO, which most of the tutorials are patterned after, is a child of the 60s). From Understanding turn commands in Logo: A cognitive perspective: "It is argued that in order for children to handle meaningful programming projects they need to master a set of prerequisite skills. These skills, involving the development of elaborated and explicated spatial concepts, include a distinction between right and left, the intentional reference to the Turtle as a frame of reference...".

    2. Re:A teacher's opinion by arth1 · · Score: 1

      After my previous post I went and talked to my teacher wife directly about this. She said at the age level that she teaches (first and second grade) it would be a really bad idea. They are just then learning their directions and compass directions and changing the perspective would make it very confusing.

      If they are learning about different frames of reference, like their own left and right versus the compass directions, I would think it would be very valuable to introduce even more frames of reference, so they get a grasp on it being the frame of reference that changes, and not just NSEW being a special case to be memorized.

      There are way too many people who grow up that can't read a map if north doesn't point up, because their teacher never taught them to understand frames of reference. Likely, all they taught them was what your wife did. Which to me seems very wrong.
      Confuse the heck out of the children, and teach them how the standard rules resolve that confusion, always. The more examples, the better.

      I maths, you don't say "oh no, we cannot teach them that three oranges plus five bananas equal eight fruits, because we are only teaching them about summing apples right now". If you don't teach them that the rules apply no matter what the frame of reference is, you're doing it wrong and contributing to the dumbing down of the next generation.

    3. Re:A teacher's opinion by Greyfox · · Score: 1
      A lot of adults I've met can't handle compass directions either. It'd be nice if they learned it at some point.

      I don't recall anyone talking about reference frames specifically, either. Admittedly school was a long time ago, and I've forgotten quite a lot of the specifics since then.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    4. Re:A teacher's opinion by 0100010001010011 · · Score: 1

      Changing reference frames is something they usually don't get into until college level mechanics.

    5. Re:A teacher's opinion by UnknownSoldier · · Score: 1

      Could you ask your teacher wife please if CW and CCW (Clockwise and Count-Clockwise) would be any clearer for?

      - older children, and
      - younger children.

    6. Re:A teacher's opinion by Anonymous Coward · · Score: 0

      Play the game - the problem is the Star Wars version has "move left" and "move right", which is all move to camera left, camera right. If anything, they should be 'move west, move east' instead of 'left' and 'right'.

      Compare to the Minecraft version where it is rotate left, rotate right, move forward (where CW and CCW) do make sense as left/right replacements.

    7. Re:A teacher's opinion by Kjella · · Score: 1

      After my previous post I went and talked to my teacher wife directly about this. She said at the age level that she teaches (first and second grade) it would be a really bad idea. They are just then learning their directions and compass directions and changing the perspective would make it very confusing.

      Maybe I'm overestimating my own abilities in first and second grade, but I would think this is something you could easily solve with real world role play. One kid is given poses and instructs another kid to turn left/right/around to match. If you actually see the 90/180 degree turn happening, it's not a complicated concept and I think they'd pretty quickly be able to tell the difference between their own right and the other kid's right and give instructions in the other kid's reference. Once they've understood the logic, program it. You can use the same concept to verify it, do a side-by-side with a kid and the computer taking the same instructions. Sure it doesn't have to be the first lesson, but I don't think it's an age-inappropriate one.

      --
      Live today, because you never know what tomorrow brings
    8. Re: A teacher's opinion by Anonymous Coward · · Score: 0

      Exactly. This nurturing bullshit invented by female education and psychology majors is doing a disservice to the children. In nature, children are bombarded with stimuli of all kinds, and evolution has produced beings that can thrive and learn on their own even if untaught.

      I say throw the kids in the metaphorical deep end, you'll be amazed how much they'll figure out. This TFA is nothing but the old "those who can, do. Those who can't, teach".

    9. Re:A teacher's opinion by Anonymous Coward · · Score: 0

      I did a few of the google examples. They were fairly straight forward and I understood them pretty quickly. Being a programmer did not hurt ;). I thought they did a very nice job of conveying the concept of what programming is.

      However, you are spot on. Sometimes before you throw in what an inverse operation is you may want to know what an if condition is. What a loop is. How to properly use algebra and FOIL. How an array works and pointers. Why you use them. If you do not understand those concepts why something is backwards is obvious enough. But to fix it requires a few of those concepts.

      The examples all build on each other. I could see throwing in a frame of reference example. However, it would be *much* later in the lessons. Frame of reference is a pretty abstract concept. It means you are able to put yourself in someone elses shoes as it were. Many children are quite incapable of doing that for awhile. You could teach it to them true enough. But it would mean dedicating a rather large chunk lesson of time. Sometimes you need to walk before you can fly. What do I mean by that? I mean sometimes you need to pick your battles to just get in the lessons in that you want. Frame of reference is something I would personally toss in a heartbeat if crunched out for time and I was teaching someone programming.

    10. Re:A teacher's opinion by Half-pint+HAL · · Score: 1

      The examples all build on each other. I could see throwing in a frame of reference example. However, it would be *much* later in the lessons. Frame of reference is a pretty abstract concept. It means you are able to put yourself in someone elses shoes as it were. Many children are quite incapable of doing that for awhile. You could teach it to them true enough. But it would mean dedicating a rather large chunk lesson of time. Sometimes you need to walk before you can fly. What do I mean by that? I mean sometimes you need to pick your battles to just get in the lessons in that you want. Frame of reference is something I would personally toss in a heartbeat if crunched out for time and I was teaching someone programming.

      If order to pick your battles, you have to pick your battlefield. If you include "point left" and "point right", you have already stepped onto the frame-of-reference battlefield.

      If you don't want to teach something, don't pick an example set that relies on it.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  22. Best to avoid left/right directions altogether by mark.engelberg · · Score: 1

    Most programming games for children are plagued by this problem. It is well-established that many kids struggle with the notion of left and right relative to the perspective of some other character, and yet "turtle graphics"-inspired games ask kids to do exactly that. If you change to absolute direction, then you end up confusing older kids. As a game designer, I thought long and hard about this issue when designing the programming puzzle game Code Master (review here: http://pastgo.net/2015/12/08/g...). The solution I came up with was to base the programming instructions around colored paths, rather than orientation. A seemingly obvious solution in hindsight, and yet, I'm unaware of any other prior programming game that does this.

    1. Re:Best to avoid left/right directions altogether by Anonymous Coward · · Score: 0

      If you'd ever played a game where you had to quickly and accurately control a game character in third-person iso, you'd know the only correct answer is absolute direction. Having to use relative direction is fucking infuriating a thousand times more often than it's useful.

    2. Re: Best to avoid left/right directions altogether by Anonymous Coward · · Score: 0

      Games are even more infuriating when every little mistake makes the character lose a life and start over. So game designers dumbed the games down so characters don't die, and so they're easy to finish in a couple of hours.

      The result is bullshit games that have almost zero play value and don't require skills nor reflexes because there's really nothing much to master at all, really. I guess that's the kind of game you like, so be it but don't force others into your undemanding little worldview. There's huge value in relative RC style controls.

  23. Left/right bad for circles by Midnight+Thunder · · Score: 1

    I don't believe in the case of rotation left and right really are the correct descriptions, since the bottom could be rotating left, so the top is rotating right, correspondingly. Clockwise and anti-clockwise (using western definition) make more sense, IMHO.

    --
    Jumpstart the tartan drive.
    1. Re:Left/right bad for circles by Anonymous Coward · · Score: 0

      clockwise looking down or up?

  24. Pissing Contest? by Anonymous Coward · · Score: 0

    This article is turning into a pissing contest to see who got it "right". I remembered seeing some medical images where eye image on the left is the patient's right eye and vice versa. Confusing as hell but hey, that's the convention in the medical field. The point of Hour of Code is to get kids to learn how to issue commands to computers. I'm more interested in basic stuffs like variables, functions, loop, conditionals than whether left mean "my left" or "the turtle's left".

    Back when I started, "the game" was to print patterns using loops. Star of David, the American flag, etc. And I thought that was a lot of fun.

  25. Google and parity violation by MillionthMonkey · · Score: 1

    You can't blame Google for saying "left" when they mean "right". Left and right are subjective concepts which are ambiguous except to each other.

    This is part of my grander theory that we live in a mirror world where DNA winds the other way and so do screws. Our liver is on the opposite side. Game controllers have the buttons on the other side than you think and the letters are printed backwards. We switch the words "left" and "right" because our brains were wired ass-backwards when the English language developed. In fact, the only reason I can type on this YTREWQ keyboard is because I think it's a QWERTY keyboard.

  26. change is hard by Anonymous Coward · · Score: 0

    As my hang gliding teacher would yell to his students overhead from the sand dune, pointing with great sweeps of his arms:

    "Left. Left! LEFT!! YOUR OTHER LEFT!!!"

  27. Programmers Australian? by Anonymous Coward · · Score: 0

    Maybe the programmers are indigenous Australians. This language has no concept of relative directions.

  28. Ambis of the World Unite! by laurencetux · · Score: 1

    this is why we always drop a compass rose on any kind of map

    We can work "backwards" just Bloody Well tell us we need to!!

  29. stick to the minecraft version by Anonymous Coward · · Score: 0

    Oddly enough, the Minecraft version of Hour of Code is strictly from a 'turtle' perspective. (There is no 'move left' command, but rather 'rotate left' and then 'move forward' commands - the move command is always 'move the direction that 'steve/alex' is facing, and the rotate is always relative to the "character's" current orientation ). Yes, my girlfriend's daughter had to figure out which way to turn Alex based on which way she wanted him to face and which way he was facing, which involved pointing in different directions - I was impressed she was getting it right though!

    Perhaps this lines up with the established 'first person' perspective of Minecraft, that no doubt most of the users would be already be familiar with compared with the Frozen and Star Wars, which are both movie based.

    But, yeah, sidestep the issue. Use the Minecraft version.

  30. Cultural / language differences too by Desprez · · Score: 1
    I wonder if there might be some differences when using another language.

    I say this because I'm reminded of a question posed to me by a foreign colleague (at the time) who was writing documentation for software. He wanted to convey that the user should look for a button on the left side of the screen, but he was questioning that the proper form might be to refer to it as the right side of the screen, since it was the screen's right.

    His logic went something like this:
    Which way are you facing? And which side is your right?
    Which way is the screen facing? And which side is its right?
    Ok, so to refer to that button, you would look to the right side of the screen.

    And there was a certain logic to that view, despite that every single user would get confused by the instruction, as they would assume (rightly so) that the instructions were written from the user's frame of reference.

    1. Re:Cultural / language differences too by Half-pint+HAL · · Score: 1

      It would help if you said where your former colleague is from, but I doubt it's a language thing -- probably it's a case of "thinking too much" and of explicit teaching of frame of reference at school/university.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  31. What's that phrase? by Anonymous Coward · · Score: 0

    Starboard, port, stage left, house left....

    Here is the real lesson, "ASSUME makes an ASS out of you YOU and ME!"

    Clear language and communication is key, assumptions and presumptions cause trouble.