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Teaching structured programming attitudes, even in APL, by example

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Published:01 January 1974Publication History
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Abstract

As a programming assignment in a graduate programming course, students were to program an interactive word game, JOTTO. The language used was APL, under constraints of well-structured programming and complete control of the user-machine interaction. In response to complaints that teamwork was an impediment to programming and that it was not possible to write efficient well-structured programs in APL, the instructors undertook to complete the assignment working as a team. The results of the effort were carefully documented, including experiences with program modification, and are presented here, as they were to the class, to illustrate the principles that should be communicated to professional programmers.

References

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  7. 7 D. Weinberg and G.M. Weinberg, "Experimental Use of a Computer in the Field—Kinship Information", Social Science Information, December 1972.Google ScholarGoogle Scholar

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              • Published in

                cover image ACM SIGCSE Bulletin
                ACM SIGCSE Bulletin  Volume 6, Issue 1
                Proceedings of the 4th SIGCSE symposium on Computer science education
                February 1974
                195 pages
                ISSN:0097-8418
                DOI:10.1145/953057
                Issue’s Table of Contents
                • cover image ACM Conferences
                  SIGCSE '74: Proceedings of the fourth SIGCSE technical symposium on Computer science education
                  January 1974
                  194 pages
                  ISBN:9781450374835
                  DOI:10.1145/800183

                Copyright © 1974 ACM

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                Association for Computing Machinery

                New York, NY, United States

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                • Published: 1 January 1974

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