Josef: различия между версиями

Материал из Поле цифровой дидактики
м (1 версия импортирована)
 
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{{Карточка языка программирования
{{Карточка языка программирования
|Ages=8, 9, 10
|FieldActivity=Computational Thinker
|FieldActivity=Computational Thinker
|Dimension=2D
|Dimension=2D
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|Descendants=Karel
|Descendants=Karel
|ActiveNow=Project is closed
|ActiveNow=Project is closed
|Remixing=Нет
|launch year=1980
|ForMobileApps=Нет
|Ages=8, 9, 10
|Remixing?=No
|Remixing?=No
}}
}}
Josef was created in 1980s and is not active anymore. Like Karel the Robot, it is intended to introduce programming to beginners using a robot, Josef, in a simulated world. Josef lived in ‘Wolfville’, which was represented by an ASCII map; but users could replace the map. The robot knew how to turn left and right and move forward. The user could set the speed at which Josef moved. Unlike Karel, Josef could say and listen for text strings, enabling input - output programs. Additionally, he could drop text markers (e.g. the string “cat”) similar to Karel’s beepers anywhere in his world. Unlike Karel, Josef was intended for a full semester of programming for non-Computer Science majors; so, it included several programming constructs, such as parameters, variables, and recursion (P. L. Brusilovsky 1993; Peter Brusilovsky et al. 1997).
Josef was created in 1980s and is not active anymore. Like Karel the Robot, it is intended to introduce programming to beginners using a robot, Josef, in a simulated world. Josef lived in ‘Wolfville’, which was represented by an ASCII map; but users could replace the map. The robot knew how to turn left and right and move forward. The user could set the speed at which Josef moved. Unlike Karel, Josef could say and listen for text strings, enabling input - output programs. Additionally, he could drop text markers (e.g. the string “cat”) similar to Karel’s beepers anywhere in his world. Unlike Karel, Josef was intended for a full semester of programming for non-Computer Science majors; so, it included several programming constructs, such as parameters, variables, and recursion (P. L. Brusilovsky 1993; Peter Brusilovsky et al. 1997).

Версия 22:59, 16 декабря 2022

Краткое описание языка
Компетенции в каких сферах формирует Computational Thinker
Парадигмы программирования
Возрастная категория
Назначение языка (Общее / Учебное) Мини-язык для обучения
Visual_Text_Blocks Текст
Измерение (2D/3D/Tangible) 2D
Область знаний
Открытость продукта Открытый
Address
Предки (Ancestors) Logo
Потомки (Descendants) Karel
Активность в данный момент Project is closed
Доступны ремиксы? Нет
Год создания 1980
Создатели
Поясняющее видео
Используется для создания мобильных приложений? Нет
Josef упоминается в свойствах следующих страниц


Josef was created in 1980s and is not active anymore. Like Karel the Robot, it is intended to introduce programming to beginners using a robot, Josef, in a simulated world. Josef lived in ‘Wolfville’, which was represented by an ASCII map; but users could replace the map. The robot knew how to turn left and right and move forward. The user could set the speed at which Josef moved. Unlike Karel, Josef could say and listen for text strings, enabling input - output programs. Additionally, he could drop text markers (e.g. the string “cat”) similar to Karel’s beepers anywhere in his world. Unlike Karel, Josef was intended for a full semester of programming for non-Computer Science majors; so, it included several programming constructs, such as parameters, variables, and recursion (P. L. Brusilovsky 1993; Peter Brusilovsky et al. 1997).