Re: The tutorial
- Posted by Quality <quality at ANNEX.COM> Jan 28, 1999
- 514 views
From: Ralf Nieuwenhuijsen <nieuwen at XS4ALL.NL> [snip] >That is, I see no point in providing the documentation again. [snip] >However, the actual documentation, should be used during the learning procces. > I have read many many many tutorials in my day and I can tell you that the ones I hated the most were the ones that made me go looking elsewhere in the middle of a learning experience. This is (IMHO) the fundamental difference betwen a tutorial and a reference manual. [snip] >You dont just explain something to some one, there is a plan behind such a thing: > On this we agree. See my post on using a "build a project" approach. >The idea of having different learning methods for different persons is, for >example, very interesting. (again, Greg, thanx) > Let's write ONE version to start and then we can adapt it if there really is a need to do so. Assume the two types of students mentioned by David [1) People who never programmed before 2) People who programmed before but not in Euphoria.] and stage the learning for these but otherwise lets focus on a single first draft version. [snip] >Yet, an tutorial (IMHO) should be more exploration, than explanation. [snip] I agree. The adage "You can lead a horse to water but you cant make him drink." applies to learning. Lead the student to a point where they want to try the concept for themselves. >Actually, I like the idea, of 'story-like' tutorial, where some guy or girl, >or animal goes through lifes, and wonders about things. [snip] >This mini-story is not much of a story, other than a scratch book of days in >the live of some funny person. [snip] > Yes. I am reminded of a Pascal tutorial I read back about 15 years ago where Sherlock Holmes & Doctor Watson built a "deduction engine" (a database) to solve a criminal case. It was a very effective tutorial. Perhaps your "funny person" could be a 60's Berkley student walking around campus in a Euphoria haze <grin>. [snip] > to illustrate the amount of preparation the structure of such a >project needs: just try to define programming. >A first, quick & dirty attempt at a definition would be: using a computer >language to express the charactistics and aspects of a certain model of >behaviour/interaction. > >Pretty vague, already, I think. > Programming: Telling a computer what to do using terms it understands even if you don't. (^8 Seriously: Program: A series of detailed instructions (a procedure) describing specific steps that must be done to accomplish a desired task. All programs have Input, Process, and Output features. Programming: Designing a program. Since computers cannot make *valid* assumptions of any kind, it is a major role of a programmer to explicitly define every issue that the computer might need to know in its effort to execute the program.