<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-18T21:59:59Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/129862" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/129862</identifier><datestamp>2026-06-06T00:49:28Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Andrew Sliwinski.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Abdalla, Lena(Lena A.)</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department" lang="en_US">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2021-02-19T20:26:08Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2020</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2020</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">https://hdl.handle.net/1721.1/129862</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">1237279491</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February, 2020</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Cataloged from student-submitted PDF of thesis.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (pages 133-136).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Scratch is a graphical programming platform that empowers children to create computer programs and realize their ideas. Although the Scratch online community is filled with a variety of diverse projects, many of these projects also share similarities. For example, they tend to fall into certain categories, including games, animations, stories, and more. Throughout this thesis, I describe the application of Natural Language Processing (NLP) techniques to vectorize and classify Scratch projects by type. This effort included constructing a labeled dataset of 873 Scratch projects and their corresponding types, to be used for training a supervised classifier model. This dataset was constructed through a collective process of consensus-based annotation by experts. To realize the goal of classifying Scratch projects by type, I first train an unsupervised model of meaningful vector representations for Scratch blocks based on the composition of 500,000 projects. Using the unsupervised model as a basis for representing Scratch blocks, I then train a supervised classifier model that categorizes Scratch projects by type into one of: "animation", "game", and "other". After an extensive hyperparameter tuning process, I am able to train a classifier model with an F1 Score of 0.737. I include in this paper an in-depth analysis of the unsupervised and supervised models, and explore the different elements that were learned during training. Overall, I demonstrate that NLP techniques can be used in the classification of computer programs to a reasonable level of accuracy.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Lena Abdalla.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">M.Eng.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="collection" lang="en_US">M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">136 pages</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">MIT theses may be protected by copyright. Please reuse MIT thesis content according to the MIT Libraries Permissions Policy, which is available through the URL provided.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Classification of computer programs in the Scratch online community</dim:field>
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   	&lt;Title>Classification of computer programs in the Scratch online community&lt;/Title>
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   	&lt;PublicationDate>2020&lt;/PublicationDate>
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    &lt;Keyword>Electrical Engineering and Computer Science.&lt;/Keyword>
   	&lt;Abstract>Scratch is a graphical programming platform that empowers children to create computer programs and realize their ideas. Although the Scratch online community is filled with a variety of diverse projects, many of these projects also share similarities. For example, they tend to fall into certain categories, including games, animations, stories, and more. Throughout this thesis, I describe the application of Natural Language Processing (NLP) techniques to vectorize and classify Scratch projects by type. This effort included constructing a labeled dataset of 873 Scratch projects and their corresponding types, to be used for training a supervised classifier model. This dataset was constructed through a collective process of consensus-based annotation by experts. To realize the goal of classifying Scratch projects by type, I first train an unsupervised model of meaningful vector representations for Scratch blocks based on the composition of 500,000 projects. Using the unsupervised model as a basis for representing Scratch blocks, I then train a supervised classifier model that categorizes Scratch projects by type into one of: &amp;quot;animation&amp;quot;, &amp;quot;game&amp;quot;, and &amp;quot;other&amp;quot;. After an extensive hyperparameter tuning process, I am able to train a classifier model with an F1 Score of 0.737. I include in this paper an in-depth analysis of the unsupervised and supervised models, and explore the different elements that were learned during training. Overall, I demonstrate that NLP techniques can be used in the classification of computer programs to a reasonable level of accuracy.&lt;/Abstract>
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