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Teaching procedural literacy (Presentation Abstract)

Published: 01 January 1980 Publication History

Abstract

The naive way to teach a skill is to teach the surface characteristics of its expert performance. The cost of this naivete, however, is that one eventually runs afoul of both the genetic dependencies between sub-skills and the need to capture (and teach) the relationships between the various expert behaviors. Sooner or later, a transition to a more “deep structured” approach must be made.
Programming instruction is currently making such a transition. Traditional methods of instruction in terms of surface characteristics of the programming task, such as specific computers and programming languages, are gradually yielding to less media dependent treatment of programming as a problem of structured design (Floyd, 1979). However, while these more abstract design issues are essential concerns of the professional systems engineer, the orientation of basic programming instruction around them is simply moving our focus from one aspect of expert performance to another. This would be tenable were our concern primarily the training of computer professionals but, while we have been developing our understanding of programming, the spread of computing has changed the motivation for programming instruction. What was once professional education has become an important component of literacy.

References

[1]
Barstow, D. (1979) Knowledge based program construction. North-Holland.
[2]
Floyd, R. (1979) The paradigms of programming. CACM, 22, 455-460.
[3]
Rich, C. & Schrobe, H. (1978) Initial report on a Lisp programmer's apprentice. IEEE J. Software Eng., SE-4, 456-467.
[4]
Sheil, B. (1980) Coping with complexity. Proceeding of Houston Symposium III: Information and society, in press.

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  • (2021)Computational Thinking, Between Papert and WingScience & Education10.1007/s11191-021-00202-530:4(883-908)Online publication date: 28-Apr-2021
  • (2017)MazeStarProceedings of the 12th International Conference on the Foundations of Digital Games10.1145/3102071.3116221(1-6)Online publication date: 14-Aug-2017
  • (2016)The long quest for computational thinkingProceedings of the 16th Koli Calling International Conference on Computing Education Research10.1145/2999541.2999542(120-129)Online publication date: 24-Nov-2016
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cover image ACM Conferences
ACM '80: Proceedings of the ACM 1980 annual conference
January 1980
539 pages
ISBN:0897910281
DOI:10.1145/800176
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 January 1980

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Cited By

View all
  • (2021)Computational Thinking, Between Papert and WingScience & Education10.1007/s11191-021-00202-530:4(883-908)Online publication date: 28-Apr-2021
  • (2017)MazeStarProceedings of the 12th International Conference on the Foundations of Digital Games10.1145/3102071.3116221(1-6)Online publication date: 14-Aug-2017
  • (2016)The long quest for computational thinkingProceedings of the 16th Koli Calling International Conference on Computing Education Research10.1145/2999541.2999542(120-129)Online publication date: 24-Nov-2016
  • (1984)On the cognitive effects of learning computer programmingNew Ideas in Psychology10.1016/0732-118X(84)90018-72:2(137-168)Online publication date: Jan-1984

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