Cognition and computer programming
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Representation of programming episodes in the ELM model the acquisition and utilization of knowledge in beginners and advanced learners online modelling the novice-expert shift in programming skills on a rule-schema-case partial order the role of visual perception, selective attention, and short-term memory for symbol manipulation - a neutral network model that learns to evaluate simple LISP expressions sources of interference for computer beginners and experts on the task of text-editing the process of acquisition of a new programming language (LISP) - evidence for transfer of experience and knowledge in programming knowledge organization of novices and advanced programmers - effect on previous knowledge on recall and recognition of LISP-procedures aspects of acquiring interactive structures in computer programming expert strategies in debugging - experimental results and a computational model modelling system complexity in human-computer interaction using IOS-analysis TRAPS - an intelligent tutoring environment for novice programmers GLUE - a graphical LISP environment for beginners toward Visual Smalltalk ELM programming envrionment - a tutoring system for LISP beginners.