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The design of kodu: a tiny visual programming language for children on the Xbox 360

Published: 26 January 2011 Publication History

Abstract

Kodu is a relatively new programming language designed specifically for young children to learn through independent exploration. Kodu seeks to lower the barrier to entry for new programmers by presenting a radically simplified programming model which nevertheless has significant expressive power. Kodu is integrated in a real-time 3D gaming environment and is designed to compete with modern console games in terms of intuitive user interface and graphical production values. In this paper we will review key tradeoffs made in the design of the programming language and illustrate how it is one of very few languages designed using user interface design principles and methodologies, to the extent that the blend of subjective and objective factors considered in the language design have succeeded in presenting a model of programming which is uniquely approachable and creatively empowering for non-technical users.

Supplementary Material

MacLaurin-part2.mov (p241-2.mov)
Part 2 of the video lecture
MP4 File (22-mpeg-4.mp4)

References

[1]
Microsoft FUSE Labs. Kodu Web Site. {Online} {Cited: November 12, 2010.} http://fuse.microsoft.com/project/kodu.aspx.
[2]
Stolee, K. T. Kodu language and grammar specification. Redmond, WA, USA: Microsoft Research, 2010.
[3]
"Let the players play!" & other earnest remarks about videogame authorship. Teske, Paul and Fristoe, Teale. s.l.: International Society of the Learning Sciences, 2010. ICLS '10 Proceedings of the 9th International Conference of the Learning Sciences - Volume 1.
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Apple Computer, Inc. HyperCard Script Language Guide: The HyperTalk Language. Reading, MA: Addison-Wesley Publishing Company, 1988.
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Matthew Conway, et al. Alice: lessons learned from building a 3D system for novices. CHI '00 Proceedings of the SIGCHI conference on Human factors in computing systems. The Hague, The Netherlands: s.n., 2000.
[6]
Goldberg, A. Smalltalk-80: the language and its implementation. Boston, MA, USA : Addison-Wesley Longman Publishing Co., Inc., 1983. ISBN: 0-201-11371-6.
[7]
Shalit, A. The Dylan reference manual. Redwood City, CA, USA : Addison Wesley Longman Publishing Co., Inc., 1996. ISBN:0-201-44211-6.
[8]
A declarative approach to event-handling in visual programming languages. Burnett, MM and al, et. Seattle, WA, USA : s.n., 1992. Proceedings, 1992 IEEE Workshop on Visual Languages. pp. 34--40.
[9]
New Approaches to Robotics. Brooks, RA. 13, s.l.: Science, 1991, Vol. 253.
[10]
Brooks, Rodney A. Intelligence Without Reason. Cambridge, MA, USA: MIT, 1991.
[11]
Brooks, Roney A. Intelligence without representation. {book auth.} George F. Luger. Computation & Intelligence. Menlo Park, CA, USA: American Association for Artificial Intelligence, 1995.
[12]
The impact of web 2.0 technologies in the clsassroom. Department of Education and Early Childhood Development, State of Victoria. 2009.
[13]
Kodu: end-user programmin gand design for games. MacLaurin, Matt. s.l.: ACM, 2009. FDG '09: Proceedings for the 4th International Conference on Foundations of Digital Games.
[14]
The early history of Smalltalk. Kay, Alan C. s.l.: ACM, 1993. HOPL-II: The second ACM SIGPLAN conference on History of programming languages.
[15]
Elephants don't play chess. Brooks, Rodney A. 1--2, 1990, Robotics and Autonomous Systems, Vol. 6.

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                          cover image ACM Conferences
                          POPL '11: Proceedings of the 38th annual ACM SIGPLAN-SIGACT symposium on Principles of programming languages
                          January 2011
                          652 pages
                          ISBN:9781450304900
                          DOI:10.1145/1926385
                          • cover image ACM SIGPLAN Notices
                            ACM SIGPLAN Notices  Volume 46, Issue 1
                            POPL '11
                            January 2011
                            624 pages
                            ISSN:0362-1340
                            EISSN:1558-1160
                            DOI:10.1145/1925844
                            Issue’s Table of Contents
                          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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                          Published: 26 January 2011

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                          Author Tags

                          1. 3d user interface
                          2. boku
                          3. end-user authoring
                          4. game programming
                          5. games
                          6. k12 programming
                          7. kodu
                          8. programming early education

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                          Cited By

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                          • (2024)Game-based learning approach in computer science in primary education: A systematic reviewEntertainment Computing10.1016/j.entcom.2023.10061648(100616)Online publication date: Jan-2024
                          • (2023)Identifying Defect-Inducing Changes in Visual Code2023 IEEE International Conference on Software Maintenance and Evolution (ICSME)10.1109/ICSME58846.2023.00061(474-484)Online publication date: 1-Oct-2023
                          • (2022)Factors That Enable or Hinder the Implementation of Game Development Activity in Learning EnvironmentsResearch Anthology on Developments in Gamification and Game-Based Learning10.4018/978-1-6684-3710-0.ch016(344-364)Online publication date: 2022
                          • (2022)How families design and program games: a qualitative analysis of a 4-week online in-home studyProceedings of the 21st Annual ACM Interaction Design and Children Conference10.1145/3501712.3529724(237-252)Online publication date: 27-Jun-2022
                          • (2022)Machine Learning and the Five Big Ideas in AIInternational Journal of Artificial Intelligence in Education10.1007/s40593-022-00314-133:2(233-266)Online publication date: 27-Oct-2022
                          • (2020)Factors That Enable or Hinder the Implementation of Game Development Activity in Learning EnvironmentsCognitive and Affective Perspectives on Immersive Technology in Education10.4018/978-1-7998-3250-8.ch014(267-288)Online publication date: 2020
                          • (2020)Promoting Computer Science Learning with Block-Based Programming and Narrative-Centered Gameplay2020 IEEE Conference on Games (CoG)10.1109/CoG47356.2020.9231881(654-657)Online publication date: Aug-2020
                          • (2020)Socially shared regulation of learning in game-based collaborative learning environments promotes algorithmic thinking, learning participation and positive learning attitudesInteractive Learning Environments10.1080/10494820.2020.185778331:3(1715-1726)Online publication date: 11-Dec-2020
                          • (2018) Robo 3 : A Puzzle Game to Learn Coding 2018 IEEE Games, Entertainment, Media Conference (GEM)10.1109/GEM.2018.8516515(359-366)Online publication date: Aug-2018
                          • (2017)Extensible visual programming model for modular systems targeting novicesProceedings of the 31st British Computer Society Human Computer Interaction Conference10.14236/ewic/HCI2017.26(1-5)Online publication date: 3-Jul-2017
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