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Soloway, E. Learning to program = learning to construct mechanisms and explanations. Communications of the ACM 29, 9 (September 1986), 850--858.

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Software Architecture - September Good Design   (Correct)

....of possible solutions, the software design process seems to be qualitatively different from the design process in other domains. Several experiments show that there are large differences as regards the effectiveness with which different people search the design space, viz. solve design problems. [Soloway, 1986] discusses an interesting theory of problem solving in the programming domain. This theory states that programmers solve such problems using programming plans, program fragments that correspond to stereotypic actions, and rules that describe programming conventions. For example, to compute the sum ....

E. Soloway. Learning to program = learning to construct mechanisms and explanations. Communications of the ACM, 29(9):850--858, 1986.


Design Patterns: An Essential Component of CS Curricula - Software Engineering..   (Correct)

....concept of design patterns. Design patterns have their roots in the architectural work of Christopher Alexander [1, 2] This work was first brought to the attention of the software community in [7] but more forcefully and with great impact in the seminal work [17] Of course earlier work such as [25, 33, 32] provided foundational material for the adoption of architectural patterns by academics and software practitioners. Work continues to be reported in many conferences and in particular in conferences devoted specifically to the use of patterns and pattern languages [15, 36] Related work can be ....

....within the language. Language specific idioms are found in [22] for C and in [6] for Smalltalk, but these idioms are addressed at experienced programmers. A catalog of idioms and patterns for inexperienced programmers is being developed as part of our project. Idioms have a long history [33, 27] and are recognized as part of the patterns community [14, 9] Although the difference between an idiom and a pattern is not always clear, the language specificity of idioms differentiates them from design patterns in most cases. Both kinds of patterns are essential for those new to object ....

Elliot Soloway. Learning to program = learning to construct mechanisms and explanations. Communications of the ACM, 29(9):850--858, 1986.


Design Patterns: An Essential Component of CS Curricula - Astrachan, Berry, Cox.. (1998)   (2 citations)  (Correct)

....[33] and design patterns. Design patterns have their roots in the architectural work of Christopher Alexander [1, 2] This work was first brought to the attention of the software community in [9] but more forcefully and with great impact in the seminal work [20] Of course earlier work such as [28, 36, 35] provided foundational material for the adoption of architectural patterns by academics and software practitioners. Work continues to be reported in many conferences and recently in conferences devoted specifically to the use of patterns and pattern languages [17, 39] Related work can be found in ....

....makes them useful with any objectoriented language. Idioms are similar to patterns but are closer to the idea of templates and case studies [30, 32] and are often grounded in a specific programming language. Our project addresses both design patterns and idioms. Idioms have a long history [36, 30] and are recognized as part of the patterns community [16, 11] Although the difference between an idiom and a pattern is not always clear, the language specificity of idioms differentiates them from design patterns in most cases. Both kinds of patterns are essential for those new to object ....

Elliot Soloway. Learning to program = learning to construct mechanisms and explanations. Communications of the ACM, 29(9):850--858, 1986.


AOPS: An Abstraction Oriented Programming System For Literate.. - Shum, Cook (1993)   (Correct)

....AO body where AO body consists of legal statements of the underlying programming language with embedded AO names. Think of an AO name embedded in an AO body of a code rule as a macro call. The code rule in essence embodies the goal plan structure of computer programs suggested by Soloway [15]. The AO name specifies the goal and the AO body specifies the plan used to achieve the goal. Soloway s insight is that it is important to disclose the goal plan structure behind computer programs to improve readability. AOPS provides the ability to explicitly describe this goal plan structure in ....

Soloway,E., "Learning to program = Learning to construct mechanisms and explanations", CACM, Vol. 29, No. 9, (Sept. 1986), pp. 851-858.


Authoring Interactive Behaviors for Multimedia - Myers (1998)   (Correct)

....they just use them [33] Therefore, providing an environment where people can create many interesting kinds of multimedia applications will enhance learning. This is the topic of a recent issue of Communications of the ACM [11] and has been promoted by many researchers from Papert [26] to Soloway [32]. Why are Interactive Behaviors Important The importance for interactivity in multimedia was highlighted by a recent New York Times article that summarized the conclusions of the 1997 Roundtable in Multimedia [1] It concluded that customers are not interested in many of today s multimedia ....

Soloway, E., "Learning to Program = Learning to Construct Mechanisms and Explanations." CACM, 1986. 29(9): pp. 850-858. Sep.


Software Visualization and Yosemite National Park - Dani Steinberg (1992)   (1 citation)  (Correct)

....expressed in the metaphor and the requirements derived from it. In fact, our experiments were aimed at testing the usability of hypertext systems for enhancing program understanding, and as such were broader in scope than is required here. The first prototype system is based on Soloway s paper [Sol86], in which programs are considered to be combinations of mechanisms and explanations. Artificial development documents were added to the system, and a web of fixed hypertext links were added to the development trail to form a continuous trail from a given requirement to its implementation via ....

Elliot Soloway. Learning to Program = Learning to Construct Mechanisms and Explanations. Communications of the ACM, 29(9):850--858, September 1986.


Teaching CS/1 Courses in a Literate Manner - Childs, Dunn, Lively   (Correct)

No context found.

Soloway, E. Learning to program = learning to construct mechanisms and explanations. Communications of the ACM 29, 9 (September 1986), 850--858.


Software-Realized Scaffolding to Facilitate Programming for.. - Guzdial (1995)   (14 citations)  (Correct)

No context found.

Soloway E. (1986) "Learning to program = learning to construct mechanisms and explanations." Communications of the ACM;29(9):850-858.


LaSSIE: a Knowledge-Based Software Information System - Devanbu, Brachman.. (1991)   (122 citations)  (Correct)

No context found.

Soloway, E., Learning to Program = Learning to Construct Mechanisms and Explanations, Communications of the ACM, 29(9), 1986.


Using the Programming Walkthrough to Aid in Programming Language .. - Bell, al. (1993)   (3 citations)  (Correct)

No context found.

E. Soloway, "Learning to program = learning to construct mechanisms and explanations," Communications ACM, vol. 29, pp. 850--858, 1986.

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