Learning to Program with Alice, 2e, is appropriate for all one-semester pre-CS1 and computer literacy courses, and for integration into the first weeks of many introductory CS1 courses.
Alice was designed to make programming concepts easier to teach and learn. In the Second Edition of Learning to Program with Alice, Alice’s creators offer a complete full-color introduction to the interactive Alice 2.2 programming environment. The authors make extensive use of program visualization to establish an easy, intuitive relationship between program constructs and the 3D graphics animation action in Alice. Students discover how Alice blends traditional problem-solving techniques with Hollywood-style storyboarding. Fundamental object-oriented programming concepts and language syntax are taught independently. Programming concepts can be taught from either an objects-first or an objects-early approach, with an optional early introduction to events. The book’s Java-like syntax allows students to view their program code, simplifying their transitions to Java, C++, C#, or other object-oriented languages. This new edition even allows students to upload their animated programs onto YouTube and share their work on the Web.
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This volume supports an innovative approach to learning fundamental programming concepts. The authors use program visualization to afford an easy relationship of the program construct to the animation action in a 3D world. Includes a fundamental introduction to programming with objects, methods, decision statements, loops, recursion, and problem solving. Introduces object-oriented programming concepts in the context of complete working animation programs. Makes the concept of an “object” visible and tangible in a 3-D world that is compelling to readers. Provides a mouse-based editor, ensuring that beginning programmers cannot make syntax mistakes. Provides “Tips & Techniques" at the end of each chapter. Enables users to show their animated programs on a web page. A useful step-by-step guide for beginning programmers.About the Author:
Wanda Dann is the Director of the Alice Project and Associate Teaching Professor of Computer Science at Carnegie Mellon University. Her research has encompassed program visualization and object-oriented and event-driven programming. She has published papers on the use of program visualization in computer science education for SIGCSE, the Computer Science Education Journal, and related publications. She has been co-PI for three NSF-funded projects. She is an active member of the ITiCSE Visualization Working Group, studying the effectiveness of visualization in computer science education. She has taken on a major leadership role in the international computer science education community, serving as SIGCSE 2004 Program co-Chair and SIGCSE 2005 Symposium co-Chair.
Stephen Cooper is an Associate Professor of Computer Science and the Director for the Center for Visualization at Saint Joseph's University.¿He taught previously at Rivier College, serving as Computer Science program director. He has also worked at IBM as a systems programmer. Dr. Cooper's research interests lie in the semantics of programming languages as well as in program visualization. He is the author or co-author of a dozen articles, and has been the principal investigator for several National Science Foundation and private grants.
Randy Pausch was a Professor of Computer Science, Human-Computer Interaction and Design at Carnegie Mellon, and co-founder of the Entertainment Technology Center. He also served as the Director of Carnegie Mellon's Alice research group, where he oversaw the development of Alice. He was a National Science Foundation Presidential Young Investigator and a Lilly Foundation Teaching Fellow. In 1995, he spent a Sabbatical with the Walt Disney Imagineering Virtual Reality Studio and consulted with Imagineering on interactive theme park attractions, particularly for the "DisneyQuest" virtual-reality based theme park. Dr. Pausch authored or co-authored five books and over 60 reviewed journal and conference proceedings articles, and his primary interests were human-computer interaction, entertainment technology and undergraduate education.
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