background preloader

Scratch (programming language)

Scratch (programming language)
Scratch is a free desktop and online multimedia authoring tool that can be used by students, scholars, teachers, and parents to easily create games and provide a stepping stone to the more advanced world of computer programming or even be used for a range of educational and entertainment constructivist purposes from math and science projects, including simulations and visualizations of experiments, recording lectures with animated presentations, to social sciences animated stories, and interactive art and music. Viewing the existing projects available on the Scratch website, or modifying and testing any modification without saving it requires no online registration. Scratch 2 is currently available online and as an application for Windows, Mac OS X and Linux.[1][2] The source code of Scratch 1.x is made available under GPLv2 license and Scratch Source Code License.[3] The Scratch programming language is also used in the game creation tool Stencyl. The first web-based Scratch in 2006

Scratch (Programmiersprache) Scratch ist eine erstmals 2007 veröffentlichte erziehungsorientierte visuelle Programmiersprache für Kinder inklusive ihrer Entwicklungsumgebung und der eng verknüpften Online-Community-Plattform. Mitchel Resnick Die Entwicklungsumgebung ist auf der Scratch-Homepage direkt lauffähig und wie der neue Scratch-Player komplett in Flash erstellt. Die Internationalität dieser Benutzergemeinde wird durch die leicht zugängliche Mehrsprachenfähigkeit aller Scratch-Plattformen gefördert, mit der die Online-Community die Entwicklungsumgebung, die Webplattform und auch die Programmierbefehls-Bausteine selbst in alle Sprachen übersetzt, womit Scratch u.A. auch komplett in deutsch zur Verfügung steht. Scratcher an eTafel Bei Sprachumfang und Bedienung wurde hohe Priorität auf den intuitiven Zugang und auf die Vermeidung von hoher Komplexität oder Abstraktion gelegt. Scratch unterstützt folgenden Programmierparadigmen, bzw.

Alice (software) Alice is a freeware object-based programming educational programming language with an integrated development environment (IDE). Alice uses a drag and drop environment to create computer animations using 3D models. The software was developed first at University of Virginia, then Carnegie Mellon (from 1997), by a research group led by the late Randy Pausch. Alice was developed to address three core problems in educational programming:[3] Most programming languages are designed to be usable for "production code" and thus introduce additional complexity. In controlled studies at Ithaca College and Saint Joseph's University looking at students with no prior programming experience taking their first computer science course, the average grade rose from C to B, and retention rose from 47% to 88%.[4] A variant of Alice 2.0 called Storytelling Alice[5] was created by Caitlin Kelleher for her PhD dissertation.[6] It includes three main differences: Learning to Program with Alice, Wanda P.

Programmiersprachen für Kinder Programmiersprachen für Kinder sind als Lerninstrumente konzipiert, mit denen Kinder im Vorschul- und Schulalter sich spielerisch mit der Funktionsweise und den Prinzipien der Entwicklung von Computersoftware vertraut machen können. Merkmale und Entwicklungsgeschichte[Bearbeiten] Gelegentlich wurden Programmiersprachen für Kinder auch in Indien (CiMPLE) oder Europa (Guido van Robot, RoboMind, Baltie, E-Slate) entwickelt. In deutschen Sprachversionen liegen u. a. Karel the Robot, RoboMind, Scratch, BYOB und Baltie vor. Für Kinder konzipierte Programmiersprachen[Bearbeiten] Turtle-Grafik: Logo, KTurtle und Python Turtle[Bearbeiten] Als „KTurtle“ ist die Turtle-Grafik auch ein Bestandteil eines vom KDE Education Project entwickelten und 2008 veröffentlichten Softwarepakets.[2] Im Internet sind gelegentlich auch Online-Versionen zu finden.[4] Guido van Robot, Screenshot. Virtuelle Roboter[Bearbeiten] Karel the Robot/Niki – der Roboter[Bearbeiten] Guido van Robot[Bearbeiten] RoboMind[Bearbeiten] Snap!

List of educational programming languages An educational programming language is a programming language that is designed primarily as a learning instrument and not so much as a tool for writing programs for real-world work. Learning paths[edit] Many educational programming languages position themselves inside a learning path, that is a sequence of languages each designed to build on the others moving a student from easy to understand and entertaining environments to full professional environments. Some of the better known are presented below. Assembly language[edit] Originally, machine code was the first and only way to program computers. Low level languages must be written for a specific processor architecture and cannot be written or taught in isolation without referencing the processor for which it was written. Little Man Computer (LMC) is an instructional model of a simple von Neumann architecture computer with all basic features of modern computers. BASIC[edit] C[edit] Java-based[edit] Lisp-based[edit] Scala-based[edit]

BASIC BASIC (an acronym for Beginner's All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages whose design philosophy emphasizes ease of use. In 1964, John G. Kemeny and Thomas E. Kurtz designed the original BASIC language at Dartmouth College in New Hampshire. They wanted to enable students in fields other than science and mathematics to use computers. At the time, nearly all use of computers required writing custom software, which was something only scientists and mathematicians tended to learn how to use. Versions of BASIC became widespread on microcomputers in the mid-1970s and 1980s. History[edit] Before the mid-1960s, computers were extremely expensive mainframe machines, usually requiring a dedicated computer room and air-conditioning, used by large organizations for scientific and commercial tasks. Origin[edit] The designers of the language decided to make the compiler available free of charge so that the language would become widespread.

scratch n1 Social networks: Building empires, not businesses At first, Facebook's growth was organic. In 2004, the social networking website expanded to universities across the US, quickly saturating its target market: college students. I was one at the time, and remember clearly that what made it so addictive, and so sure of early success, was the complete absence of parents, public figures, professors -- anyone in a position of authority, and everyone whose judgment we cared about. College life is the ultimate inside joke; it not only falls flat, but becomes embarrassing (or worse) when told to the wrong person. Facebook caught on because there was never any doubt about which social network we were dealing with. Momentum carried the website forward as it was opened first to high-school students, and then by 2006, to everyone. MORE FROM MINYANVILLE: How LinkedIn stock is ahead of social media pack APPLE STOCK: Why you should still be interested APPLE's iPHONE: Why company's reputation depends on next model

Hub Culture Currency[edit] In December 2009 Hub Culture began using Ven as a micropayment system for the distribution of content produced by members in the network, allowing users to charge access to individual articles or videos posted inside the network system. In May 2010, carbon pricing contracts were introduced to the weighted basket that determines the value of Ven. The introduction of carbon to the calculation price of the currency made Ven the first digital Emissions Reduction Currency System.[9] An open API for Ven arrived in January 2011, providing new forms of distribution and access to the currency for the web at large via a developer interface at VenMoney.net.[10] In April 2011, the company announced the first commodity trade priced in Ven for gold contracts between Europe and South America.[11] On Earth Day 2011, the first carbon credit trade priced in Ven was exchanged between Nike and Winrock with the London Carbon Market for Brazilian aforestation.[12] Pavilions[edit] References[edit]

Ven (currency) Ven (sign: VEN) is a global digital currency traded in international financial markets and originally used by members of a social network service, Hub Culture, to buy, share, and trade knowledge, goods, and services. The value of Ven is determined on the financial markets from a basket of currencies, commodities and carbon futures.[2] It trades against major currencies at floating exchange rates. LMAX reported at the end of the first week of trading that over 14 million Ven had traded on the exchange, increasing Ven liquidity by 30%.[3] According to Hub Culture, Ven first appeared as an application in Facebook on 4 July 2007.[1] In 2009, The Wall Street Journal described the currency as being pegged to the US dollar, and used by Hub Culture's users to trade goods, services, and knowledge. In 2012, Hub Culture announced the development of Ven Funds, derivative financial products based on the Ven, including micro-finance and commodity asset pools.[9] Hub Culture Homepage

Related: