Proxy-based programming. Making programming more accessible through virtual, physical, and social embodiment

dc.contributor.authorRepenning, Alexander
dc.date.accessioned2026-04-24T12:12:47Z
dc.date.issued2026
dc.description.abstractFrom a theoretical perspective, this article examines the role of embodiment in K-12 computer science education through three distinct perspectives: virtual embodiment for cognitive understanding, physical embodiment for emotional engagement, and social embodiment for collaborative learning. The research introduces proxy-based programming as a novel programming paradigm that helps novice programmers overcome pragmatic programming challenges by providing a visual proxy that serves as an embodiment of the object being programmed. This proxy features dual temporal representation that simultaneously shows both the present and future situations resulting from programming actions. Unlike programming approaches that primarily address syntactic challenges, proxy-based programming also mitigates semantic and pragmatic aspects of computational thinking. RULER.game, a Collaborative Computational Thinking Tool, implements four core principles of proxy-based programming, enabling safe programming experimentation while proactively preventing errors. Initial studies comparing proxy-based programming with block-based programming show significant reductions in error rates. The article explores how embodiment plays a role in making programming more accessible from both theoretical and practical perspectives. Additionally, the article explores the motivational benefits of physical embodiment, where students create games by first drawing objects on paper before importing them digitally, as well as social embodiment through awareness interfaces that make collaborators’ actions and intentions visible in real-time. This comprehensive approach to embodiment presents a novel framework for making programming more accessible and engaging for K-12 students.
dc.identifier.doi10.1145/3786759
dc.identifier.issn1946-6226
dc.identifier.urihttps://irf.fhnw.ch/handle/11654/56574
dc.identifier.urihttps://doi.org/10.26041/fhnw-16119
dc.issue3
dc.language.isoen
dc.publisherAmerican Chemical Society
dc.relation.ispartofACM Transactions on Computing Education
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subject.ddc370 - Erziehung, Schul- und Bildungswesen
dc.subject.ddc004 - Computer Wissenschaften, Internet
dc.titleProxy-based programming. Making programming more accessible through virtual, physical, and social embodiment
dc.type01A - Beitrag in wissenschaftlicher Zeitschrift
dc.volume26
dspace.entity.typePublication
fhnw.InventedHereYes
fhnw.ReviewTypeAnonymous ex ante peer review of a complete publication
fhnw.oastatus.auroraVersion: Accepted *** Embargo: None *** Licence: CC BY *** URL: https://v2.sherpa.ac.uk/id/publication/10695
fhnw.openAccessCategoryGold
fhnw.pagination1-32
fhnw.publicationStatePublished
fhnw.targetcollectiond164aca4-da2e-48b3-a78e-40b76d838e24
relation.isAuthorOfPublication87dbd819-dad2-4da7-8b14-ee81a2b2c0dc
relation.isAuthorOfPublication.latestForDiscovery87dbd819-dad2-4da7-8b14-ee81a2b2c0dc
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