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Programming problem solving walkthrough.
A programming problem solving walkthrough is a written guided description of the journey from a problem to a solution. It aims to teach how to solve programming problems in a methodical and thoughtful manner using the model. In other words, the knowledge to be learned is focused on the "how", and not on the programming language per se.
The walkthrough, as a teaching method, is based on two concepts: worked example from learning sciences and literate programming from computer science.
A worked example is a step-by-step demonstration of how to solve a problem. Learning scientists found out that worked examples are most effective for novices (i.e., the audience of a walkthrough), while performing problem-solving is more beneficial for experts. There are multiple ways of presenting and supporting worked examples , and one of the evidence-based techniques is to include sub-goal labeling, which is about labeling groups of steps in the worked example.
Literate programming by Donald E. Knuth is a programming paradigm in which a program is written as interspersed snippets of executable code and text. The text, which is written in ordinary human language, explains the logic of the code and explains the programmer's thoughts and decisions. Thus a program is perceived much more like an essay.
The walkthrough combines these two powerful ideas for learning the craft of problem solving by programming. It uses the programming problem solving model and its supplements to give a framework for establishing the learning objectives, as well as defining the walkthrough's structure and flow.
The learning objective of a walkthrough is rooted in one of the phases (for example, acquiring the ability to use a specific design strategy). That's in addition to the always-present learning objective of mastering the instrumentation of end-to-end problem solving .
Many times the solving process is hidden, and one gets only the final result, the executable code. Therefore, an essential feature of a walkthrough is making the reasoning explicit, as suggested by literate programming. In other words, it brings the solving process to the surface and documents the train of thought of the problem-solver as they go through each of the phases. In fact, a walkthrough aims to prompt self-explanation by the learners.
A similar but different flavor of a walkthrough is one that is developed by the learners. They choose a programming problem and fill in a provided walkthrough template. The learners improve their ability to solve problems by explicitly documenting their own process.
This page was written with Python in mind, with Jupyter Notebook that serves as the medium for the walkthrough. Notebooks are natural for literate programming , with their capability to mix text, media, and code in cells. Nevertheless, a walkthrough is a teaching method which is beyond one programming language or another, and it can also be developed as a source code file.
A walkthrough is an active learning activity. It is similar to a tutorial in the sense that it is most effective if the reader follows along by actually performing the tasks being described. In our particular case the tasks are based on the phases of the problem-solving model .
For example:
While it is important to focus on one particular phase so as not to overwhelm the learner, other phases should not be neglected. To keep the student engaged throughout the walkthrough it is suggested to use less demanding, yet active, tasks.
Tasks suggested by phase appear later on this page.
The walkthrough is designed to achieve teachable moments , in which it leads the learners to a point where they discover or apply a concept, an idea or a technique from the learning objectives.
At the same time a walkthrough must manage cognitive load , with a great focus on the external one.
The walkthrough is a "better version of reality" that focuses on the learning, and not on accurate journaling of the problem solving process . By its nature, this process is often messy and non-linear. Meanwhile, the goal of the walkthrough is to guide the learner through solving the problem in a logical and clear manner, without recording all the twists and turns. In that sense, the walkthrough is a "better version of reality", in which the actual steps are filtered and distilled to support the designer's learning objectives efficiently.
The text and code should be written in expository style . Even if a program has a hierarchical (tree) design, it this might not mean that this structure is the best for its development.
A problem should be solved and explored in a psychologically correct order , following the solver's "stream of consciousness" . The objective is to go through the process of solving, and a walkthrough inherently performs a "linearization" of this path. As Donald E. Knuth wrote:
My experiences have led me to believe that a person reading a program is likewise, ready to comprehend it by learning its various parts in approximately the order in which it was written.
The walkthrough is intended to be perceived as a dialogue with the learner . Of course, this is impossible due to the non-interactive format, but aimed as aspiration.
Walkthroughs are not stand alone but should be considered in context of a unit or a course. After the learners worked on the walkthrough, a wrap-up session (that might include a presentation or live coding of partial or complete solution) should take place.
Use of real-word problems or cover story can increase the motivation of the learners.
It is advised to limit the external permitted materials for the learners.
This is an opinionated checklist of all the points that a decent walkthrough should fulfill. It refers to the complete walkthrough after a learner performs all the tasks. It is up to the developer to decide which parts are already presented at the beginning and which are left to the learners.
Reinterpret the Problem
Design a Solution
Evaluate & Reflect
Solution Program - Solving the Problem
The Carpentries Curriculum Development Handbook is an excellent resource for how to develop a curriculum in computing and what it says is equally applicable to developing a walkthrough.
First of all, set the learning objectives using the programming problem solving model terminology.
Form a problem - choose an algorithmic one or real-world one.
Solve the problem, document your process based on the model, pay attention to your mistakes and bugs.
Reflect on your problem solving process and try to distill it into steps and teachable moments.
Refactor your code and remove clutter. While it doesn't have to be the best possible, make sure to adjust for the required ability of your learners.
Write an outline of the walkthrough and embed your code in the relevant sections. Validate it with a checklist .
Decide what tasks the learners should do, making sure they align with the learning objectives.
Write the complete text of the walkthrough that guides the learners. It is advised to use the plural first person pronoun "we".
Run a pilot of the walkthrough on a small group of learners.
Repeat and improve!
Repeat & Improve
Additional ideas and inspiration for tasks can be found in the Exercise types chapter from "Teaching Tech Together" and in the Catalog of pedagogical patterns chapter from "Teaching and Learning with Jupyter".
Copyright © 2020 Shlomi Hod. All rights reserved.
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by Richard Reis
If you’re interested in programming, you may well have seen this quote before:
“Everyone in this country should learn to program a computer, because it teaches you to think.” — Steve Jobs
You probably also wondered what does it mean, exactly, to think like a programmer? And how do you do it??
Essentially, it’s all about a more effective way for problem solving .
In this post, my goal is to teach you that way.
By the end of it, you’ll know exactly what steps to take to be a better problem-solver.
Problem solving is the meta-skill.
We all have problems. Big and small. How we deal with them is sometimes, well…pretty random.
Unless you have a system, this is probably how you “solve” problems (which is what I did when I started coding):
Look, sometimes you luck out. But that is the worst way to solve problems! And it’s a huge, huge waste of time.
The best way involves a) having a framework and b) practicing it.
“Almost all employers prioritize problem-solving skills first.
Problem-solving skills are almost unanimously the most important qualification that employers look for….more than programming languages proficiency, debugging, and system design.
Demonstrating computational thinking or the ability to break down large, complex problems is just as valuable (if not more so) than the baseline technical skills required for a job.” — Hacker Rank ( 2018 Developer Skills Report )
To find the right framework, I followed the advice in Tim Ferriss’ book on learning, “ The 4-Hour Chef ”.
It led me to interview two really impressive people: C. Jordan Ball (ranked 1st or 2nd out of 65,000+ users on Coderbyte ), and V. Anton Spraul (author of the book “ Think Like a Programmer: An Introduction to Creative Problem Solving ”).
I asked them the same questions, and guess what? Their answers were pretty similar!
Soon, you too will know them.
Sidenote: this doesn’t mean they did everything the same way. Everyone is different. You’ll be different. But if you start with principles we all agree are good, you’ll get a lot further a lot quicker.
“The biggest mistake I see new programmers make is focusing on learning syntax instead of learning how to solve problems.” — V. Anton Spraul
So, what should you do when you encounter a new problem?
Here are the steps:
Know exactly what is being asked. Most hard problems are hard because you don’t understand them (hence why this is the first step).
How to know when you understand a problem? When you can explain it in plain English.
Do you remember being stuck on a problem, you start explaining it, and you instantly see holes in the logic you didn’t see before?
Most programmers know this feeling.
This is why you should write down your problem, doodle a diagram, or tell someone else about it (or thing… some people use a rubber duck ).
“If you can’t explain something in simple terms, you don’t understand it.” — Richard Feynman
Don’t dive right into solving without a plan (and somehow hope you can muddle your way through). Plan your solution!
Nothing can help you if you can’t write down the exact steps.
In programming, this means don’t start hacking straight away. Give your brain time to analyze the problem and process the information.
To get a good plan, answer this question:
“Given input X, what are the steps necessary to return output Y?”
Sidenote: Programmers have a great tool to help them with this… Comments!
Pay attention. This is the most important step of all.
Do not try to solve one big problem. You will cry.
Instead, break it into sub-problems. These sub-problems are much easier to solve.
Then, solve each sub-problem one by one. Begin with the simplest. Simplest means you know the answer (or are closer to that answer).
After that, simplest means this sub-problem being solved doesn’t depend on others being solved.
Once you solved every sub-problem, connect the dots.
Connecting all your “sub-solutions” will give you the solution to the original problem. Congratulations!
This technique is a cornerstone of problem-solving. Remember it (read this step again, if you must).
“If I could teach every beginning programmer one problem-solving skill, it would be the ‘reduce the problem technique.’
For example, suppose you’re a new programmer and you’re asked to write a program that reads ten numbers and figures out which number is the third highest. For a brand-new programmer, that can be a tough assignment, even though it only requires basic programming syntax.
If you’re stuck, you should reduce the problem to something simpler. Instead of the third-highest number, what about finding the highest overall? Still too tough? What about finding the largest of just three numbers? Or the larger of two?
Reduce the problem to the point where you know how to solve it and write the solution. Then expand the problem slightly and rewrite the solution to match, and keep going until you are back where you started.” — V. Anton Spraul
By now, you’re probably sitting there thinking “Hey Richard... That’s cool and all, but what if I’m stuck and can’t even solve a sub-problem??”
First off, take a deep breath. Second, that’s fair.
Don’t worry though, friend. This happens to everyone!
The difference is the best programmers/problem-solvers are more curious about bugs/errors than irritated.
In fact, here are three things to try when facing a whammy:
“The art of debugging is figuring out what you really told your program to do rather than what you thought you told it to do.”” — Andrew Singer
“Sometimes we get so lost in the details of a problem that we overlook general principles that would solve the problem at a more general level. […]
The classic example of this, of course, is the summation of a long list of consecutive integers, 1 + 2 + 3 + … + n, which a very young Gauss quickly recognized was simply n(n+1)/2, thus avoiding the effort of having to do the addition.” — C. Jordan Ball
Sidenote: Another way of reassessing is starting anew. Delete everything and begin again with fresh eyes. I’m serious. You’ll be dumbfounded at how effective this is.
Caveat: Don’t look for a solution to the big problem. Only look for solutions to sub-problems. Why? Because unless you struggle (even a little bit), you won’t learn anything. If you don’t learn anything, you wasted your time.
Don’t expect to be great after just one week. If you want to be a good problem-solver, solve a lot of problems!
Practice. Practice. Practice. It’ll only be a matter of time before you recognize that “this problem could easily be solved with <insert concept here>.”
How to practice? There are options out the wazoo!
Chess puzzles, math problems, Sudoku, Go, Monopoly, video-games, cryptokitties, bla… bla… bla….
In fact, a common pattern amongst successful people is their habit of practicing “micro problem-solving.” For example, Peter Thiel plays chess, and Elon Musk plays video-games.
“Byron Reeves said ‘If you want to see what business leadership may look like in three to five years, look at what’s happening in online games.’
Fast-forward to today. Elon [Musk], Reid [Hoffman], Mark Zuckerberg and many others say that games have been foundational to their success in building their companies.” — Mary Meeker ( 2017 internet trends report )
Does this mean you should just play video-games? Not at all.
But what are video-games all about? That’s right, problem-solving!
So, what you should do is find an outlet to practice. Something that allows you to solve many micro-problems (ideally, something you enjoy).
For example, I enjoy coding challenges. Every day, I try to solve at least one challenge (usually on Coderbyte ).
Like I said, all problems share similar patterns.
That’s all folks!
Now, you know better what it means to “think like a programmer.”
You also know that problem-solving is an incredible skill to cultivate (the meta-skill).
As if that wasn’t enough, notice how you also know what to do to practice your problem-solving skills!
Phew… Pretty cool right?
Finally, I wish you encounter many problems.
You read that right. At least now you know how to solve them! (also, you’ll learn that with every solution, you improve).
“Just when you think you’ve successfully navigated one obstacle, another emerges. But that’s what keeps life interesting.[…]
Life is a process of breaking through these impediments — a series of fortified lines that we must break through.
Each time, you’ll learn something.
Each time, you’ll develop strength, wisdom, and perspective.
Each time, a little more of the competition falls away. Until all that is left is you: the best version of you.” — Ryan Holiday ( The Obstacle is the Way )
Now, go solve some problems!
And best of luck ?
Special thanks to C. Jordan Ball and V. Anton Spraul . All the good advice here came from them.
Thanks for reading! If you enjoyed it, test how many times can you hit in 5 seconds. It’s great cardio for your fingers AND will help other people see the story.
If this article was helpful, share it .
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COMMENTS
In this post, we’ve gone over the four-step problem-solving strategy for solving coding problems. Let's review them here: Step 1: understand the problem. Step 2: create a step-by-step plan for how you’ll solve it. Step 3: carry out the plan and write the actual code. Step 4: look back and possibly refactor your solution if it could be better.
Under problem-solving methodology, we will see a step by step solution for a problem. These steps closely resemble the software life cycle . A software life cycle involves several stages in a program’s life cycle.
Problem solving, in the simplest terms, is the process of identifying a problem, analyzing it, and finding the most effective solution to overcome it. For software engineers, this process is deeply embedded in their daily workflow.
These steps you need to follow while solving a problem: – Understand the question, read it 2-3 times. – Take an estimate of the required complexity. – find, edge cases based on the constraints. – find a brute-force solution. ensure it will pass. – Optimize code, ensure, and repeat this step.
The first step to solving any problem is to decompose the problem description. A good way to do this would be to perform syntactic analysis on the description. We can do this in four steps. 1. Identify all of the nouns in the sentence. Given the 3 dimensions of a box (length, width, and height), calculate the volume.
There are specific steps to be carried out to solve problems in computer programming, and the success depends on how correctly and precisely we define a problem. This involves designing, identifying and implementing problems using certain steps to develop a computer.
Step 1 – Identify the problem that must be solved. The first step is to identify the problem that needs to be solved. In this example, the largest number in the list must be found and displayed. Step 2 – Understand what the problem presents. The problem presents a list of numbers.
Here’s my process and some tips to tackling a sample problem that hopefully some of you may find helpful in your journey. 1. Read the problem at least three times (or however many makes you feel comfortable) You can’t solve a problem you don’t understand. There is a difference between the problem and the problem you think you are solving.
A programming problem solving walkthrough is a written guided description of the journey from a problem to a solution. It aims to teach how to solve programming problems in a methodical and thoughtful manner using the model.
— Steve Jobs. You probably also wondered what does it mean, exactly, to think like a programmer? And how do you do it?? Essentially, it’s all about a more effective way for problem solving. In this post, my goal is to teach you that way. By the end of it, you’ll know exactly what steps to take to be a better problem-solver. Why is this important?