Karel: различия между версиями
Patarakin (обсуждение | вклад) м (1 версия импортирована) |
Patarakin (обсуждение | вклад) |
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(не показаны 2 промежуточные версии этого же участника) | |||
Строка 10: | Строка 10: | ||
|Descendants=Karel++ | |Descendants=Karel++ | ||
|ActiveNow=Project is active | |ActiveNow=Project is active | ||
+ | |Год создания=1981 | ||
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− | Karel the Robot has been one of the most widely-used mini-languages. It was designed by Richard Pattis in 1980s for university students taking their introductory programming course (Pattis and Pattis 1994; Ruf, Mühling, and Hubwieser 2014). Karel is a robot that inhabits a simple grid world with streets running east-west and avenues running north-south. Karel’s world can also contain immovable walls and beepers. Karel can move, turn, turn himself off, and sense walls half a block from him and beepers on the same corner as him. A Karel simulator allows students to watch the progress of their programs step by step. Karel was supported by a short textbook to help teachers incorporate Karel in their classes. The idea of the mini-language approach was to design a small and simple language to support the first steps in learning programming. The language included small set of commands that the actor can perform, and a set of value-returning queries and control structures. Most mini-languages include all basic control structures (conditional execution, looping, recursion, etc.) and a mechanism for creating some kind of sub-program. Karel contained main Pascal-like control structures to teach basic concepts including sequential execution, procedural abstraction, conditional execution, and repetition. The overhead of full high-level programming languages was reduced as there are no variables, types or expressions in Karel. | + | Karel the Robot has been one of the most widely-used mini-languages. It was designed by Richard Pattis in 1980s for university students taking their introductory programming course (Pattis and Pattis 1994; Ruf, Mühling, and Hubwieser 2014). Karel is a robot that inhabits a simple grid world with streets running east-west and avenues running north-south. Karel’s world can also contain immovable walls and beepers. Karel can move, turn, turn himself off, and sense walls half a block from him and beepers on the same corner as him. A Karel simulator allows students to watch the progress of their programs step by step. |
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+ | Karel was supported by a short textbook to help teachers incorporate Karel in their classes. The idea of the mini-language approach was to design a small and simple language to support the first steps in learning programming. The language included small set of commands that the actor can perform, and a set of value-returning queries and control structures. Most mini-languages include all basic control structures (conditional execution, looping, recursion, etc.) and a mechanism for creating some kind of sub-program. Karel contained main Pascal-like control structures to teach basic concepts including sequential execution, procedural abstraction, conditional execution, and repetition. The overhead of full high-level programming languages was reduced as there are no variables, types or expressions in Karel. | ||
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+ | [[Category:Язык программирования]] |
Текущая версия на 12:42, 19 октября 2019
Для какого возраста предназначен язык | 8, 9, 10 |
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Компетенции в каких сферах формирует | Empowered Learner, Computational Thinker |
Purpose | Мини-язык для обучения |
Visual_Text_Blocks | Текст |
Dimension | 2D |
Openness | Открытый |
Address | http://karel.sourceforge.net/ |
Ancestors | Josef |
Descendants | Karel++ |
ActiveNow | Project is active |
Remixing? | |
Год создания | 1981 |
Inventor |
Karel the Robot has been one of the most widely-used mini-languages. It was designed by Richard Pattis in 1980s for university students taking their introductory programming course (Pattis and Pattis 1994; Ruf, Mühling, and Hubwieser 2014). Karel is a robot that inhabits a simple grid world with streets running east-west and avenues running north-south. Karel’s world can also contain immovable walls and beepers. Karel can move, turn, turn himself off, and sense walls half a block from him and beepers on the same corner as him. A Karel simulator allows students to watch the progress of their programs step by step.
Karel was supported by a short textbook to help teachers incorporate Karel in their classes. The idea of the mini-language approach was to design a small and simple language to support the first steps in learning programming. The language included small set of commands that the actor can perform, and a set of value-returning queries and control structures. Most mini-languages include all basic control structures (conditional execution, looping, recursion, etc.) and a mechanism for creating some kind of sub-program. Karel contained main Pascal-like control structures to teach basic concepts including sequential execution, procedural abstraction, conditional execution, and repetition. The overhead of full high-level programming languages was reduced as there are no variables, types or expressions in Karel.