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A didactic object-oriented, prototype-based visual programming environment

Autor(es) y otros:
García Pérez-Schofield, José Baltasar; Ortín Soler, FranciscoAutoridad Uniovi
Palabra(s) clave:

Visual programming

Object-oriented programming

Prototype-based model

Education

Fecha de publicación:
2019-05-01
Versión del editor:
https://doi.org/10.1016/j.scico.2019.02.004
Citación:
Science of Computer Programming, volume 176(1), p. 1-13 (2019); doi:10.1016/j.scico.2019.02.004
Descripción física:
p. 1-13
Resumen:

Object-oriented programming is widely used in both the industry and the education areas. The most-common model of object-oriented programming is the class-based one. However, popular languages not implementing this model are gaining traction as time goes by. This alternative model is the prototype-based one, with one key characteristic: there are no classes. In this paper, a visual tool is proposed as a vehicle for learning the prototype-based object-oriented programming, present, for instance, in Self, Lua, or JavaScript. This software has been in use for three years in a subject of the Computer Science Engineering degree, at the University of Vigo.

Object-oriented programming is widely used in both the industry and the education areas. The most-common model of object-oriented programming is the class-based one. However, popular languages not implementing this model are gaining traction as time goes by. This alternative model is the prototype-based one, with one key characteristic: there are no classes. In this paper, a visual tool is proposed as a vehicle for learning the prototype-based object-oriented programming, present, for instance, in Self, Lua, or JavaScript. This software has been in use for three years in a subject of the Computer Science Engineering degree, at the University of Vigo.

URI:
http://hdl.handle.net/10651/53506
ISSN:
0167-6423
DOI:
10.1016/j.scico.2019.02.004
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