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Many students rely on examples when learning to program, but they often face barriers when incorporating these examples into their own code and learning the concepts they present. As a step towards designing effective example interfaces that can support student learning, we investigate novices' needs and strategies when using examples to write code. We conducted a study with 12 pairs of high school students working on open-ended game design projects, using a system that allows students to browse examples based on their functionality, and to view and copy the example code. We analyzed interviews, screen recordings, and log data, identifying 5 moments when novices request examples, and 4 strategies that arise when students use examples. We synthesize these findings into principles that can inform the design of future example systems to better support students.more » « less
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Guthman, Julie; Butler, Michaelanne; Martin, Sarah J.; Mather, Charles; Biltekoff, Charlotte (, Nature Food)The framing of global food challenges as a matter of producing enough protein deserves critical assessment. We argue that powerful actors in the food system are responding to this apparent protein shortage in a way that deflects from the critical environmental and social challenges associated with conventional livestock production.more » « less
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Milliken, Alexandra; Wang, Wengran; Cateté, Veronica; Martin, Sarah; Gomes, Neeloy; Dong, Yihuan; Harred, Rachel; Isvik, Amy; Barnes, Tiffany; Price, Thomas W.; et al (, SIGCSE '21: Proceedings of the 52nd ACM Technical Symposium on Computer Science Education)null (Ed.)Project-based learning can encourage and motivate students to learn through exploring their own interests, but introduces special challenges for novice programmers. Recent research has shown that novice students perceive themselves to be "bad at programming, especially when they do not know how to start writing a program, or need to create a plan before getting started. In this paper, we present PlanIT, a guided planning tool integrated with the Snap! programming environment designed to help novices plan and program their open-ended projects. Within PlanIT, students can add a description for their project, use a to do list to help break down the steps of implementation, plan important elements of their program including actors, variables, and events, and view related example projects. We report findings from a pilot study of high school students using PlanIT, showing that students who used the tool learned to make more specific and actionable plans. Results from student interviews show they appreciate the guidance that PlanIT provides, as well as the affordances it offers to more quickly create program elements.more » « less
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