Abstract

We survey the literature about the teaching and learning of recursive programming. After a short history of the advent of recursion in programming languages and its adoption by programmers, we present curricular approaches to recursion, including a review of textbooks and some programming methodology, as well as the functional and imperative paradigms and the distinction between control flow vs. data flow. We follow the researchers in stating the problem with base cases, noting the similarity with induction in mathematics, making concrete analogies for recursion, using games, visualizations, animations, multimedia environments, intelligent tutoring systems and visual programming. We cover the usage in schools of the Logo programming language and the associated theoretical didactics, including a brief overview of the constructivist and constructionist theories of learning; we also sketch the learners' mental models which have been identified so far, and non-classical remedial strategies, such as kinesthesis and syntonicity. We append an extensive and carefully collated bibliography, which we hope will facilitate new research.

Highlights

  • There is a widespread though controversial belief about those digital textbooks has been shaped according to human thinking paradigms

  • The holistic dynamicity of human thinking paradigms could be analysed as a metareview of the learning design paradigms

  • The modern digital textbook design is assumed to be the coherent product of an author and users of content

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Summary

Introduction

There is a widespread though controversial belief about those digital textbooks has been shaped according to human thinking paradigms. The author defines instructional design as a technology for the development of learning experiences and environment which promote the acquisition of specific knowledge and skills by students

Railean
Linear Thinking
Systems Thinking
Advantages and Disadvantages of Digital Textbooks
Future Research Direction and Conclusions
Full Text
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