The Nesorance Learning Model
When you learn a new subject, a "mental model" representing the concept takes shape within your mind. This model contains concept attributes and relation's to other concepts. The stronger this is formed the better you have learnt and can recall the concept. But then have you ever wondered why you are able to remember a movie you have seen last year but not yesterday's lecture? While a lecture and a movie have complex "mental models" their medium and content decides how well the brain can remember it. Movies in general have strong storylines woven around people and places and hence can be easily remembered(thanks to our evolution). Lectures though have abstract concepts and are hence difficult to relate, understand and remember.
Through years of research we have created a mechanism through which we can take a "mental model" of a subject/lecture and use it to work backwards and form story plots involving people and places. The resulting mental model from the "story plot" would be structurally identical to the one from the subject/lecture but varies in the actual node values. But then we place hints reinforced by games that can help in getting the actual subject node value from the "story plot" node. So a user loads the mental structure to his brain quickly through a movie/motion comic based on the "story plot" and then uses the hints to transform the story plot's "mental structure" to the subjects structure. The interesting thing is that even though the "story plot" and the "subject/lecture" result in the same "mental structure" they will be radically different to the end user. For example, for "Java programming language" the "story plot" is about an alien invasion. The user normally doesn't even know that he has learnt java till the very end of the game. The story plots and the hints together are packaged as a game.
We have extended the "Nesorance Learning Model" to build a whole new way to learn programming. A model where users use real world objects introduced in the motion comics to build their virtual world. A major aspect of knowing programming languages is your familiarity with it's rules. Rules to know how to represent a program structure( syntax ), where and how to use it. A lot of our focus has gone in building these rules in the user's mind by providing equivalent constraints to the motion comics real world objects. There are game modules in Nesorance which helps user's to associate one "motion comic - real world object" with another to solve problems. This is again analogous to using different program structures to achieve a programming objective in real world programming.
So eventually through association and substitution techniques users would not just learn program structures and syntax but also where and how to use them. Also we have found that students and adults alike have been able to learn and write programs at an amazingly faster pace irrespective of exposure to logical reasoning and english language proficiency. Please reach out to firstname.lastname@example.org to get a white paper about this extended model.
We have put the model through multiple tests for programming and have seen astounding results. Please go to the results page to get the impact of the learning model and the tool.