Assigning values
In order to understand the functionality of PhysGramming and the methodology of incorporating it in the
educational procedure, let's focus on the study of the animals and, more precisely, on their eating habits.
Firstly, the user selects pictures of animals that PhysGramming contains (Figure 1), or paints their own using the painting application
which we implemented and incorporated in PhysGramming (Figure 2).
Since the images of the animals are available, the user specifies the value of the
attribute NAME for each animal. For each picture a command line appears on the screen (Figure 3).
The next step is defining the value of attribute NAME for each animal.
The child could add as many command line as they wish,
and can delete the ones already added.
Since the names of the animals are determined, the user specifies the next attribute to be occupied with i.e.
the EATING HABITS of the animals. The attribute EATING HABITS could take three distinct values; herbivorous, carnivorous or omnivorous.
The child gives these values as input to the
computational environment, using a form especially designed for attributes that get
values from a specific set of values (Figure 4).