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Chapter 1 Introduction 1.1 Microworlds Many universities have been using the objects-first strategy in teaching students programming for introductory courses for several years now [19]. This approach teaches students to focus on object-oriented concepts from the beginning when first learning to program, such as inheritance, objects, and polymorphism [19]. However, students have to overcome several hurdles when initially learning programming. To help students overcome some of these difficulties, microworlds have been developed as a pedagogical tool to ease students into programming. Microworlds are visual, 2D, grid-based environments with objects that have programmable behavior and their goal is to help students think in an algorithmic manner. Microworlds typically start students off with small programs that have simple objects with well-defined behaviors so students can focus on writing the logic of the object’s behaviors in the worlds. This helps emphasize teaching students to think in a step-by-step methodology and focus on correctly writing out their logic. Another issue is that students learning programming struggle with the fact that many 1