Alice 2.5
A class-level method defines the behavior for a single character (object).
- Alice makes it easy to toggle between Scene and Code editors because each displays a button for the other editor. Setting Preferences. Alice disables nearly all preference options at first, with only the first two preference items in the Gallery being enabled. The code editor displayed only one tab when we first launched the program.
- Alice is a fantastic education tool for teaching programming to both the young and old. The application has several tutorials that supports learning the programming language used in this tool. It is as simple as selecting a word and dragging it to a list of actions to make the change to the character or scene.
Step 1:How to create a class-level method:
(South Korean TV series) Alice ( Korean: 앨리스; RR: Aelliseu) is a South Korean science-fiction television series starring Kim Hee-sun and Joo Won. It aired on SBS from August 28 to October 24, 2020, every Friday and Saturday at 22:00 ( KST ). It is described as 'a human sci-fi drama about a magical time travel of a woman who.
- In our example world, click on the turtle in the object tree (upper left panel).
- In turtle's details (lower left panel) click the method tab and then the button 'create new method'. Name it 'walk'
Step 2:How to write a method:
- We want to move the turtle's legs back and forth as the turtle moves forward. First, drag the control statement 'do in order' from the bottom of the window, into the editor.
- Next, in the object tree, click on the + beside 'turtle' to see the different body parts. Drag the frontLeftLeg into the method. Select turn - backward. Choose other and type in 0.1.
- Finally, click 'more' at the end of the turn command and choose duration = .25 seconds. The default time for an action to be performed is 1 second. We are changing it to 0.25 so that it will happen faster.
- Next, we want the turtle to move forward at the same time that the back leg goes forward So drag in the control statement 'do together.'
- Finish dragging and dropping the instructions until your method looks like this:
- Finally, add a comment to your method to tell someone reading your code what it does. Your comment can say: “Move the turtles legs back and forth”
- Remember: This comment is not Alice code. It is simply an explanation for someone trying to understand your code. Alice ignores the comments when it plays your world.
Alice 2.5 Games
Step 3:To call your method:
- Click on world.myfirstmethod to get back to it and then drag turtle.walk into it. Push the 'play' button to watch the turtle walk.
Step 4:Writing a method for kangaroo:
- In the object tree, click on kangaroo. In kangaroo's details, click the button 'create new method' and name it 'hop'
- To write the method, drag and drop the following instructions into your method. Your first step is to drag a 'do together' into the method.
- To find the 'lowerleg' of the kangaroo, you click the + beside the leg tab. When you finish, your method should look like this:
Part One of the Code:
Part Two of the Code:
- Remember, to call your method to test it, click on world.myfirst method to get back to it and then delete what you have there. Drag kangaroo.hop into it. Push the 'play' button to watch the kangaroo hop.
Developer(s) | Carnegie Mellon University |
---|---|
Initial release | 1998 |
Stable release | 3.4 / March 12, 2018; 3 years ago |
Written in | Java |
Platform | Java platform |
Type | Educational |
License | Some parts released under an open-source license, source code is available[1] |
Website | www.alice.org |
Alice is an object-basededucational 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 in 1994, then Carnegie Mellon (from 1997), by a research group led by Randy Pausch.
Origin of name[edit]
According to Randy Pausch, the name “Alice” comes from author Lewis Carroll, who wrote Alice’s Adventures in Wonderland.
'Carroll was a mathematician, novelist, and photographer. Most important, he could do intellectually difficult things but also realized the most powerful thing was to be able to communicate clearly and in an entertaining way. This inspires our efforts to make something as complex as computer programming easy and fun.'
Purpose[edit]
Alice was developed to address four core problems in educational programming:[2]
- 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. Additionally, the user can manipulate Alice's camera and lighting to make further enhancements. Alice can be used for 3D user interfaces.
- Alice is conjoined with its IDE. There is no syntax to remember. However, it supports the full object-based programming, event driven model of programming.
- Alice is designed to appeal to specific subpopulations not normally exposed to computer programming, such as students of middle school age, by encouraging storytelling. Alice is also used at many colleges and universities in Introduction to Programming courses.
- Alice can be used with Netbeans to convert the Alice file into Java.[3]
Alice 3 is released under an open-source license allowing redistribution of the source code, with or without modification.[4]
Research[edit]
In controlled studies at Ithaca College and Saint Joseph's University looking at students with no prior programming experience taking their first computer science course, the average grade rose from C to B, and retention rose from 47% to 88%, exceeding even the 75% retention rate of students with prior programming experience.[5]
Alice 2.5 Games
In a second study at Carnegie Mellon University, students taking their first computer science course with a mediated transfer approach that transitioned from Alice 3 to Java scored an average of 84.96% and 81.52% in two semesters of testing this approach, compared to an average of 60.8% before the mediated transfer approach.[6]
Variant[edit]
Alice 2.5.4
A variant of Alice 2.0 called Storytelling Alice[7] was created by Caitlin Kelleher for her PhD dissertation.[8] It includes three main differences:
- High-level animations that enable users to program social interactions between characters.
- A story-based tutorial that introduces users to programming through building a story.
- A gallery of 3D characters and scenery with custom animations designed to spark story ideas.
In a study performed on middle-school girls in the United States, Storytelling Alice appeared to increase interest compared to generic Alice, with a 42% increase in programming time, with students three times as likely to do additional work on their projects, with no reduction in basic programming concepts learned.[9]
Storytelling Alice was succeeded by the interactive storytelling application Looking Glass, developed at Washington University in St. Louis.[10]
See also[edit]
References[edit]
- ^Alice 3's license
- ^'What is Alice?'. Archived from the original on 2017-05-20. Retrieved 2021-04-21.
- ^Daly, Tebring (2015). Learning Java through Alice 3: 3rd Edition. CreateSpace Independent Publishing Platform; 3 edition. ISBN978-1514278901.
- ^'Alice 3 End User License Agreement'. alice3.pbworks.com. Retrieved 31 January 2015.
- ^B. Moskal, D. Lurie, and S. Cooper, Evaluating the Effectiveness of a New Instructional Approach.
- ^W. Dann, D. Cosgrove, D. Slater, and D. Culyba, Mediated Transfer: Alice 3 to Java.
- ^Storytelling Alice
- ^Motivating Programming: using storytelling to make computer programming attractive to middle school girls
- ^'Storytelling alice motivates middle school girls to learn computer programming'. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: 1455–1464. 2007.
- ^Looking Glass
Further reading[edit]
- Learning to Program with Alice, Wanda P. Dann, Stephen Cooper, Randy Pausch; ISBN0-13-187289-3
- An Introduction to Programming Using Alice, Charles W. Herbert; ISBN1-4188-3625-7
- Alice 2.0: Introductory Concepts and Techniques; Gary B. Shelly, Thomas J. Cashman, Charles W. Herbert; ISBN1-4188-5934-6
- Starting Out with Alice: A Visual Introduction to Programming; Tony Gaddis; Pearson Addison Wesley, 2007; ISBN978-0-321-47515-2
- Virtual World Design and Creation for Teens; Charles R. Hardnett; Course Technologies PTR, 2009; ISBN1-59863-850-5, ISBN978-1-59863-850-9
- Pausch, Randy; Forlines, Clifton (2000). 'Alice: model, paint & animate — easy-to-use interactive graphics for the web'. SIGGRAPH Comput. Graph. 34 (2): 42–43. doi:10.1145/351440.351452. S2CID13081358.