Over a quarter of a century ago, a company called MacroMind created
Director. In 1995 –– 27 years ago –– the company, now called Macromedia, created a Shockwave plug-in, so that applets created in Director could be run in a browser. There were hundreds, if not thousands, of CD-ROM games created in Director sold for children, both tie-ins and edutainment, for both Windows and Macs. I did some educational and commercial work with it for a few years.
As an environment, it looked very much like CodaKid does now: fully visually driven. You had a 'stage', representing the window (or screen, if run full-screen), with actors or sprites representing the visual elements; with a timeline for how the visual elements would move, and scriptlets written in
Lingo to control looping, events (mouse clicks), and even frame (timeline) changes; it was the first purely event-driven language I learned. Very intuitive, very easy to learn.
So... what is exactly
new here?
As far as I can see, true learning is at best tertiary, with "do this and this will happen" -type
copying without understanding the focus.
That's absolutely fine for a hobby and leisure time, but aside from being an interest trigger for some, it won't produce new software developers, just copy-paste types. (Which is not an exact description, but an emotive characterisation of the type of person who completes tasks by repeating actions without understanding why those actions lead, or should lead, to a successful outcome.)
In the Director era, you could tell how certain children show tie-in products were made by people who really weren't software developers, and the "games" easily locked up, glitched, et cetera... And consumed ridiculous amounts of processor resources –– this being the era before widespread 2D or 3D acceleration.
Some were nice, sure, but on average, it really just enabled cheaper productions by people who maybe should have done something completely different.
You know, cheaper crap for the masses.