[UI idea] Give students more information about expected outputs #4091
Replies: 5 comments
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Hi @schneems! Thanks for the nice words and ideas! Not sure how much you already know about the teacher's UI, but you can author your own adventures where you incorporate these ideas? You can even then donate them to all teachers! Would be very welcome. |
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And there is also a longer answer (a blog post) in this about the tension between having puzzles with one answer that is helpful and fun for some type of kis, and the free-form nature of programming that is more engaging to some students, but yeah, who has the tome to type that up :) |
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Moving this to a Discussion since it might be a thing a student would like to pick up, and is too large/not concrete enough at this point to warrant an issue. |
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@MarleenGilsing has some ideas about this, which she will put into a few screenshots soon(ish) so we can discuss them! |
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Yes! I would still really like something like this: The students get a blurred or hidden program that they can run. They have to try to recreate the program on their own. We could also think of ways to give them hints. Like making a 'reveal the code' button, that appears after a few tries. And maybe even an option that reveals only part of the code at first to nudge them in the right direction. |
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Check code with expected output - Levels 1-4+
First of all: I love the idea of hedy. Thanks for all the work!
Context: I'm currently working with 4th and 5th graders. We meet for one hour a week and this thursday was our second week. Previously we used code.org for block based programming, but want to try introducing them to text based languages and wanted to give hedy a try. The students are already somewhat familiar with high level concepts like variables, loops, if-logic. The main thing I'm hoping to do with hedy is teach text based syntax.
In code.org the puzzles present a clear goal (usually). I think that it would help students to see a simulated output of what's being expected. This is similar to a TDD style of learning where you essentially give people the end state, but they have to figure out how to get there. If you run the program and it doesn't get to the goal, it explains in simple terms why not.
For an explicit example, this is some code my students struggled with. This is a fill in the blank example from lesson 4:
It was unclear to the student that the expected program output should be:
I think it would have been helpful to show an example of what they should expect when it runs correctly. Or output an
expected
goal state on run.For example if they run without changing anything it will give you an unhelpful syntax error message. It would be great if it was something like:
Even better if the code could check the AST to ensure they've used certain values. For example if they tried hardcoding
And on the off chance that it's the right random seed (1 in 3 chance). They might get an output like:
Or later when there are more ways to access the list:
Other possible alternatives
When I looked at the fill-in-the-blank problem:
It wasn't intuitive that some
_
placeholders represent a single character while others represent a variable or keyword.I could imagine variations that might give stronger hints to students (after they click/ask for them). Some examples:
With options:
"
,d
,a
,s
,i
,h
,c
,o
,,e
,r
,n
,m
. If they selecto
it would then look like:Now that i'm typing it out, maybe not as helpful. Could be interesting as a quiz format or something. Try to guess the right answer in as few hints as possible.
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