skip to main content
10.1145/302979.303040acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
Article
Free Access

Should we leverage natural-language knowledge? An analysis of user errors in a natural-language-style programming language

Authors Info & Claims
Published:01 May 1999Publication History

ABSTRACT

Should programming languages use natural-language-like syntax? Under what circumstances? What sorts of errors do novice programmers make? Does using a natural- language-like programming language lead to user errors? In this study, we read the entire online interactions of sixteen children who issued a total of 35,047 commands on MOOSE Crossing, an educational MUD for children, We counted and categorized the errors made. A total d 2,970 errors were observed. We define natural-language errors as those errors in which the user failed to distinguish between English and code, issuing an incorrect command that was more English-like than the correct one. A total of 314 natural-language errors were observed. In most of those errors, the child was able to correct the problem either easily (41.1% of the time) or with some effort (20.7%). Natural-language errors were divided into five categories. In order from most to least frequent, they are: syntax errors, guessing a command name by supplying an arbitrary English word, literal interpretation of metaphor, assuming the system is keeping more state information than is actually the case, and errors of operator precedence and combination. We believe that these error rates are within acceptable limits, and conclude that leveraging users natural-language knowledge is for many applications an effective strategy for designing end-user-programming languages.

References

  1. 1.Hoopper, G.M., Keynote Address, in History of Programming Languages, R.L. Wexelblat, Editor. 1981, Academic Press: New York. p. 7-20.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. 2.Sammet, J., The Early History of COBOL, in History of Programming Languages, R. Wexelblat, Editor. 1981, Academic Press: New York.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. 3.Spohrer, J. and E. Soloway, Analyzing the High Frequency Bugs in Novice Programs, in Empirical Studies of Programmers, E. Soloway and S. Iyengar, Editors. 1986, Ablex Publishing: Norwood, Nj.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. 4.Boulay, B.D., Some Difficulties of Learning to Program, in Studying the Novice Programmer, E. Soloway and J.C. Spohrer, Editors. 1989, Lawrence Erlbaum Associates: Hillsdale, NJ. p. 283-299.]]Google ScholarGoogle Scholar
  5. 5.Goodman, D., The Complete HyperCard Handbook. 2nd ed. 1988, New York: Bantam Books.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. 6.Kaehler, T., 1996, personal communication.]]Google ScholarGoogle Scholar
  7. 7.Bartle, R., Interactive Multi-User Computer Games. 1990, MUSE Ltd: ftp://ftp.lambda.moo.mud.org/pub/MOO/papers/mudxeport.txt]]Google ScholarGoogle Scholar
  8. 8.Bruckman, A. and M. Resnick, The MediaMO0 Project: Constructionism and Professional Community. Convergence, 1995.1(1): p. 94-109.]]Google ScholarGoogle Scholar
  9. 9.Glusman, G., E. Mercer, and I. Rubin, Real-time Collaboration On the Internet: BioMO0, the Biologists' Virtual Meeting Place., in lnternet for the Molecular Biologist., S.R. Swindell, R.R. Miller, andG.S.A. Myers, Editors. 1996, Horizon Scientific Press: Norfolk, UK.]]Google ScholarGoogle Scholar
  10. 10.Van Buren, D., et al., The AstroVR Co,Uaboratory, in Astronomical Data Analysis Software and Systems IV, R. Hanish and H. Payne, Editors. 1994, Astronomical Society of the Pacific: . San Francisco.]]Google ScholarGoogle Scholar
  11. 11.O'Day, V., et al., Moving Practice: From Classrooms to MOO Rooms. Computer Supported Cooperative Work, 1998.7: p. 9-45.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. 12.Bruckrnan, A., Community Support for Constructionist Learning. Computer Supported Cooperative Work, 1998.7: p. 47-86.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. 13.Bruckman, A., MOOSE Crossing." Construction, Community, and Learning in a Networked Virtual World for Kids. 1997, MIT, Ph.D. dissertation: http://www.ee.gateeh.edu/~asb/thesis/]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. 14.Curtis, P. Mudding: Social Phenomena in Text- Based Virtual Realities. in DIAC. 1992. Berkeley, CA: ftp://ftp.lambda.moo.mud.org/pub/MOO/papers/DIAC92.txt]]Google ScholarGoogle Scholar
  15. 15.Curtis, P., LambdaMO0 Programmer's Manual. 1993: ftp ://ftp. lambda.moo.mud, org/pub/M OOfProgrammersManual.txt]]Google ScholarGoogle Scholar
  16. 16.Curtis, P. and D. Nichols. MUDs Grow Up: Social Virtual Reality in the Real World'. in Third International Conference on Cyberspace. 1993. Austin, Texas: ftp://ftp.lambda.moo.mud.org/pub/MOO/papers/MUDsGrowUp.txt]]Google ScholarGoogle Scholar
  17. 17.Papert, S., Mindstorms: Children, Computers, and Powerful Ideas. 1980, New York: Basic }Books.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. 18.Miller, L.A., Natural language programming: Styles, strategies, and constrasts: IBM Systems Journal, 1981. 211(2): p. 184-215.]]Google ScholarGoogle Scholar
  19. 19.Bonar, J. and E. Soloway, Preprogramming Knowledge: A Major Source of Misconceptions in Novice Programmers, in Studying the Novice Programmer, E. Soloway and J. Spohrer, Editors. 1989, Lawrence Erlbaum Associates: Hillsdale, NJ.]]Google ScholarGoogle Scholar
  20. 20.Pea, R.D., Language-Independent Conceptual "Bugs" in Novice Programming. Journal af Educational Computing Research, 1986. 2(1): p. 25- 36.]]Google ScholarGoogle Scholar

Index Terms

  1. Should we leverage natural-language knowledge? An analysis of user errors in a natural-language-style programming language

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Conferences
          CHI '99: Proceedings of the SIGCHI conference on Human Factors in Computing Systems
          May 1999
          632 pages
          ISBN:0201485591
          DOI:10.1145/302979

          Copyright © 1999 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 1 May 1999

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • Article

          Acceptance Rates

          CHI '99 Paper Acceptance Rate78of312submissions,25%Overall Acceptance Rate6,199of26,314submissions,24%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader