A Teaching System To Learn Programming: the Programmer's Learning Machine

Martin Quinson 1 Gérald Oster 2
1 VERIDIS - Modeling and Verification of Distributed Algorithms and Systems
MPII - Max-Planck-Institut für Informatik, Inria Nancy - Grand Est, LORIA - FM - Department of Formal Methods
2 COAST - Web Scale Trustworthy Collaborative Service Systems
Inria Nancy - Grand Est, LORIA - NSS - Department of Networks, Systems and Services
Abstract : The Programmer's Learning Machine (PLM) is an interactive exerciser for learning programming and algorithms. Using an integrated and graphical environment that provides a short feedback loop, it allows students to learn in a (semi)-autonomous way. This generic platform also enables teachers to create specific programming microworlds that match their teaching goals. This paper discusses our design goals and motivations, introduces the existing material and the proposed microworlds, and details the typical use cases from the student and teacher point of views.
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Martin Quinson, Gérald Oster. A Teaching System To Learn Programming: the Programmer's Learning Machine. ACM Conference on Innovation and Technology in Computer Science Education 2015, Jul 2015, Vilnius, Lithuania. ⟨10.1145/2729094.2742626⟩. ⟨hal-01238377⟩



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