background preloader

WP

Facebook Twitter

Matemáticas

List of educational programming languages. An educational programming language is a programming language that is designed primarily as a learning instrument and not so much as a tool for writing programs for real-world work. Learning paths[edit] Many educational programming languages position themselves inside a learning path, that is a sequence of languages each designed to build on the others moving a student from easy to understand and entertaining environments to full professional environments. Some of the better known are presented below.

Assembly language[edit] Originally, machine code was the first and only way to program computers. Low level languages must be written for a specific processor architecture and cannot be written or taught in isolation without referencing the processor for which it was written. Little Man Computer (LMC) is an instructional model of a simple von Neumann architecture computer with all basic features of modern computers. BASIC[edit] C[edit] Java-based[edit] Lisp-based[edit] Scala-based[edit] BASIC. BASIC (an acronym for Beginner's All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages whose design philosophy emphasizes ease of use. In 1964, John G. Kemeny and Thomas E. Kurtz designed the original BASIC language at Dartmouth College in New Hampshire. They wanted to enable students in fields other than science and mathematics to use computers. Versions of BASIC became widespread on microcomputers in the mid-1970s and 1980s.

History[edit] Before the mid-1960s, computers were extremely expensive mainframe machines, usually requiring a dedicated computer room and air-conditioning, used by large organizations for scientific and commercial tasks. Time-sharing also allowed several independent users to interact with a computer, working on terminals with keyboards and teletype printers, and later display screens. Origin[edit] Spread on minicomputers[edit] "Train Basic every day! " Explosive growth: the home computer era[edit] Visual Basic[edit] Scratch (programming language) Scratch is a free desktop and online multimedia authoring tool that can be used by students, scholars, teachers, and parents to easily create games and provide a stepping stone to the more advanced world of computer programming or even be used for a range of educational and entertainment constructivist purposes from math and science projects, including simulations and visualizations of experiments, recording lectures with animated presentations, to social sciences animated stories, and interactive art and music.

Viewing the existing projects available on the Scratch website, or modifying and testing any modification without saving it requires no online registration. Scratch 2 is currently available online and as an application for Windows, Mac OS X and Linux.[1][2] The source code of Scratch 1.x is made available under GPLv2 license and Scratch Source Code License.[3] The Scratch programming language is also used in the game creation tool Stencyl. The first web-based Scratch in 2006. Scratch n1. Alice (software) Alice is a freeware object-based programming educational programming language with an integrated development environment (IDE). Alice uses a drag and drop environment to create computer animations using 3D models. The software was developed first at University of Virginia, then Carnegie Mellon (from 1997), by a research group led by the late Randy Pausch. Alice was developed to address three core problems in educational programming:[3] Most programming languages are designed to be usable for "production code" and thus introduce additional complexity.

Alice is designed solely to teach programming theory without the complex semantics of production languages such as C++. Users can place objects from Alice's gallery into the virtual world that they have imagined, and then they can program by dragging and dropping tiles that represent logical structures. Learning to Program with Alice, Wanda P. Social networks: Building empires, not businesses. At first, Facebook's growth was organic. In 2004, the social networking website expanded to universities across the US, quickly saturating its target market: college students. I was one at the time, and remember clearly that what made it so addictive, and so sure of early success, was the complete absence of parents, public figures, professors -- anyone in a position of authority, and everyone whose judgment we cared about.

College life is the ultimate inside joke; it not only falls flat, but becomes embarrassing (or worse) when told to the wrong person. Facebook caught on because there was never any doubt about which social network we were dealing with. Momentum carried the website forward as it was opened first to high-school students, and then by 2006, to everyone. Bar room jokes and last night's photos gave way to family pictures and benign status updates.

MORE FROM MINYANVILLE: How LinkedIn stock is ahead of social media pack APPLE STOCK: Why you should still be interested. Tuenti. Hub Culture. Currency[edit] In December 2009 Hub Culture began using Ven as a micropayment system for the distribution of content produced by members in the network, allowing users to charge access to individual articles or videos posted inside the network system. In May 2010, carbon pricing contracts were introduced to the weighted basket that determines the value of Ven. The introduction of carbon to the calculation price of the currency made Ven the first digital Emissions Reduction Currency System.[9] An open API for Ven arrived in January 2011, providing new forms of distribution and access to the currency for the web at large via a developer interface at VenMoney.net.[10] In April 2011, the company announced the first commodity trade priced in Ven for gold contracts between Europe and South America.[11] On Earth Day 2011, the first carbon credit trade priced in Ven was exchanged between Nike and Winrock with the London Carbon Market for Brazilian aforestation.[12] Pavilions[edit] References[edit]

Ven (currency) Ven (sign: VEN) is a global digital currency traded in international financial markets and originally used by members of a social network service, Hub Culture, to buy, share, and trade knowledge, goods, and services. The value of Ven is determined on the financial markets from a basket of currencies, commodities and carbon futures.[2] It trades against major currencies at floating exchange rates. LMAX reported at the end of the first week of trading that over 14 million Ven had traded on the exchange, increasing Ven liquidity by 30%.[3] According to Hub Culture, Ven first appeared as an application in Facebook on 4 July 2007.[1] In 2009, The Wall Street Journal described the currency as being pegged to the US dollar, and used by Hub Culture's users to trade goods, services, and knowledge.

One user described having been paid in Ven for making introductions and other favors.[4] Hub Culture Homepage.