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Dive into the research topics where Alexander Repenning is active.

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Featured researches published by Alexander Repenning.


IEEE Computer | 1995

Agentsheets: a medium for creating domain-oriented visual languages

Alexander Repenning; Tamara Sumner

Customized visual representations enable end users to achieve their programming goals. Here, designers work with users to tailor visual programming languages to specific problem domains. We describe a design methodology and a tool for creating domain oriented, end user programming languages that effectively use visualization. We first describe a collaborative design methodology involving end users and designers. We then present Agentsheets, a tool for creating domain oriented visual programming languages, and illustrate how it supports collaborative design by examining experiences from a real language design project. Finally, we summarize the contributions of our approach and discuss its viability in industrial design projects. >


technical symposium on computer science education | 2010

Scalable game design and the development of a checklist for getting computational thinking into public schools

Alexander Repenning; David C. Webb; Andri Ioannidou

Game design appears to be a promising approach to interest K-12 students in Computer Science. Unfortunately, balancing motivational and educational concerns is truly challenging. Over a number of years, we have explored how to achieve a functional balance by creating a curriculum that combines increasingly complex game designs, computational thinking patterns and authoring tools. Scalable Game Design is a research project exploring new strategies of how to scale up from after school and summer programs into required curriculum of public schools through game design approaches. The project includes inner city schools, remote rural areas and Native American communities. A requirement checklist of computational thinking tools regarding curriculum, teacher training, standards and authoring tools has been developed and is being tested with thousands of students.


ieee symposium on visual languages | 1996

Tactile programming: a unified manipulation paradigm supporting program comprehension, composition and sharing

Alexander Repenning; James Ambach

Although visual programming techniques have been used to lower the threshold of programming for end users, they are not sufficient for creating end user programming environments that are both easy to use and powerful. To achieve this, an environment must support the definition of programs that are not just static representations of behavior, but are instead dynamic collections of program objects which can be applied in a number of contexts rather than just a program editor. We describe an approach to end user programming called tactile programming which extends visual techniques with a unified program manipulation paradigm that makes programs easy to comprehend, compose and, most importantly, share over the World Wide Web. Tactile programmings inherent ability to support the social context in which programming takes place along with its ability to ease program comprehension and composition is what differentiates this approach from others. In the context of the Agentsheets programming substrate, we have created an instance of a tactile programming environment called Visual AgenTalk which is used to create interactive simulations.


human factors in computing systems | 1993

Agentsheets: a tool for building domain-oriented visual programming environments

Alexander Repenning

Visual programming systems are supposed to simplify programming by capitalizing on innate human spatial reasoning skills. I argue that: (i) good visual programming environments should be oriented toward their application domains, and (ii) tools to build domain-oriented environments are needed because building such environments from scratch is very difficult. The demonstration illustrates how the visual programming system builder called Agentsheets addresses these issues and demonstrates several applications built using Agentsheets.


End User Development | 2006

What Makes End-User Development Tick? 13 Design Guidelines

Alexander Repenning; Andri Ioannidou

End-user development has enormous potential to make computers more useful in a large variety of contexts by providing people without any formal programming training increased control over information processing tasks. This variety of contexts poses a challenge to end-user development system designers. No individual system can hope to address all of these challenges. The field of enduser development is likely to produce a plethora of systems fitting specific needs of computer end-users. The goal of this chapter is not to advocate a kind of universal end-user development system, but to cut across a variety of application domains based on our experience with the AgentSheets end-user simulation-authoring tool. We have pioneered a number of programming paradigms, experienced a slew of challenges originating in different user communities, and evolved end-user development mechanisms over several years. In this chapter we present design guidelines that cut across this vast design space by conceptualizing the process of end-user development as a learning experience. Fundamentally, we claim that every end-user development system should attempt to keep the learning challenges in proportion to the skills end-users have. By adopting this perspective, end-user development can actively scaffold a process during which end-users pick up new end-user development tools and gradually learn about new functionality. We structure these design guidelines in accordance to their syntactic, semantic and pragmatic nature of support offered to end-users.


IEEE Software | 2001

Using components for rapid distributed software development

Alexander Repenning; Andri Ioannidou; Michele Payton; Wenming Ye; Jeremy Roschelle

Software development has not reached the maturity of other engineering disciplines; it is still challenging to produce software that works reliably, is easy to use and maintain, and arrives within budget and on time. In addition, relatively small software systems for highly specific applications are in increasing demand. This need requires a significantly different approach to software development from that used by their large, monolithic, general-purpose software counterparts such as Microsoft Word. The paper discusses the use of components for rapid distributed software development. It reports on the the experience of a large testbed called Educational Software Components of Tomorrow (www.escot.org), supported by the US National Science Foundation.


Communications of The ACM | 2004

Agent-based end-user development

Alexander Repenning; Andri Ioannidou

The goal of agent-based end-user development (EUD) is to empower end users with agents they can instruct directly. This process of instruction is completely transparent to the user; that is, it is not based on opaque adaptation mechanisms. Conceptually, the idea of instructing agents includes what is often called end-user programming [3] that addresses some of the major objections users have toward agents, such as the lack of trust and the need to train them. However, it poses the huge challenge of creating development tools suitable for end users who possess no programming background or interest in learning how to program.


ACM Transactions on Computing Education | 2015

Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation

Alexander Repenning; David C. Webb; Kyu Han Koh; Hilarie Nickerson; Susan B. Miller; Catharine Brand; Ian Her Many Horses; Ashok R. Basawapatna; Fred Gluck; Ryan Grover; Kris D. Gutiérrez; Nadia Repenning

An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a deeper understanding of how technologies and software are used as design tools. However, K-12 students in the United States are facing a broken pipeline for CS education. In response to this problem, we have developed the Scalable Game Design curriculum based on a strategy to integrate CS education into the regular school curriculum. This strategy includes opportunities for students to design and program games and science technology engineering and mathematics simulations. An approach called Computational Thinking Pattern Analysis has been developed to measure and correlate computational thinking skills relevant to game design and simulations. Results from a study with more than 10,000 students demonstrate rapid adoption of this curriculum by teachers from multiple disciplines, high student motivation, high levels of participation by women, and interest regardless of demographic background.


symposium on visual languages and human-centric computing | 2010

Towards the Automatic Recognition of Computational Thinking for Adaptive Visual Language Learning

Kyu Han Koh; Ashok R. Basawapatna; Vicki E. Bennett; Alexander Repenning

Visual programming languages can be used to make computer science more accessible to a broad range of students. The evaluative focus of current research in the area of visual languages for educational purposes primarily aims to better understand motivational benefits as compared to traditional programming languages. Often these visual languages claim to teach students computational thinking concepts; however, although the evaluations show that students may exhibit more enthusiasm, it is not always clear what computational thinking concepts students have actually learned. In this paper we attempt to develop a visual semantic evaluation tool for student-created games and simulations that goes towards depicting the computational thinking concepts implemented by the students. Through semantically analyzing a given student’s created projects over time, this visual evaluation tool, called the Computational Thinking Pattern (CTP) graph, can possibly indicate the existence of computational thinking transfer from games to science simulations.


technical symposium on computer science education | 2008

Broadening participation through scalable game design

Alexander Repenning; Andri Ioannidou

Game development is quickly gaining popularity in introductory programming courses. Motivational and educational aspects of game development are hard to balance and often sacrifice principled educational goals. We are employing the notion of scalable game design as an approach to broaden participation by shifting the pedagogical focus from specific programming to more general design comprehension. Scalable game design combines the Flow psychological model, the FIT competency framework and the AgentSheets rapid game prototyping environment. The scalable aspect of our approach has allowed us to teach game design in a broad variety of contexts with students ranging from elementary school to CS graduate students, with projects ranging from simple Frogger-like to sophisticated Sims-like games, and with diverse cultures from the USA, Europe and Asia.

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Andri Ioannidou

University of Colorado Boulder

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Ashok R. Basawapatna

University of Colorado Boulder

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Kyu Han Koh

University of Colorado Boulder

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James Ambach

University of Colorado Boulder

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Corrina Perrone

University of Colorado Boulder

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David C. Webb

University of Colorado Boulder

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Hilarie Nickerson

University of Colorado Boulder

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Vicki E. Bennett

University of Colorado Boulder

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