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Introductory programming course have two very specific difficulties for novice students. First is the lack use of real world examples in the sessions. It is very difficult to find areas of application where all the students are familiar enough and that offers challenging and engaging examples. Second is the lack of palpable examples of the job done. Introductory courses in other fields generate products that the students can show to others, and feel proud about it. In CS1, for example, explaining cycles by printing a series of numbers on the screen doesn't yield the same sense of ac-complishment as drawing a basic perspective in an archi-tecture class. We propose using Project Hoshimi , a Microsoft Platform, as a base for introducing computer programming to CS1 students. Through the paper we dis-cuss the main advantages and disadvantages in our experi-ence of using Project Hoshimi, comparing its use against other more traditional approaches, as well as against other graphic programming methods such as Alice or videogame based learning.