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Automatic Programming and Education

Published: 08 December 2022 Publication History

Abstract

Automatic programming, as supported by recent language-model based AI systems, potentially allows a new approach to making computation a useful tool for learning, a goal of the Boxer project. This paper shows that the Codex system can be used to support some of the explorations in mathematics for which Boxer has been used. Virtually no knowledge of programming is required. Reflecting on the lessons from this exploration may sharpen the goals we bring to educational computing. What knowledge about computing, as distinct from the ability to creatively use computing, should learners gain?

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Mark Chen, Jerry Tworek, Heewoo Jun, Qiming Yuan, Henrique Ponde de Oliveira Pinto, Jared Kaplan, Harri Edwards, Yuri Burda, Nicholas Joseph, Greg Brockman, 2021. Evaluating large language models trained on code. arXiv preprint arXiv:2107.03374(2021).
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Andrea A DiSessa. 2001. Changing minds: Computers, learning, and literacy. Mit Press.
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Andrea A. diSessa and Harold Abelson. 1986. Boxer: A reconstructible computational medium. Commun. ACM 29, 9 (1986), 859–868.
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John Mason. 1995. Exploring the sketch metaphor for presenting mathematics using boxer. In Computers and Exploratory Learning. Springer, 383–398.
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Charles Rich and Richard C. Waters. 1988. Automatic programming: Myths and prospects. Computer 21, 8 (1988), 40–51.
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Jeremy Roschelle and John Mason. 1995. Sketching a Multidisciplinary Microworld: A Collaborative Exploration in Boxer. In Computers and Exploratory Learning. Springer, 289–304.
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cover image ACM Other conferences
Programming '22: Companion Proceedings of the 6th International Conference on the Art, Science, and Engineering of Programming
March 2022
98 pages
ISBN:9781450396561
DOI:10.1145/3532512
This work is licensed under a Creative Commons Attribution International 4.0 License.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 December 2022

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Author Tags

  1. Boxer
  2. automatic programming
  3. computational literacy
  4. education

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