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E-raamat: Teaching Coding through Game Creation

  • Formaat: 232 pages
  • Ilmumisaeg: 24-Aug-2018
  • Kirjastus: Libraries Unlimited Inc
  • Keel: eng
  • ISBN-13: 9798216153061
  • Formaat - EPUB+DRM
  • Hind: 50,31 €*
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  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: 232 pages
  • Ilmumisaeg: 24-Aug-2018
  • Kirjastus: Libraries Unlimited Inc
  • Keel: eng
  • ISBN-13: 9798216153061

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This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library.

In our technology-obsessed society, computer coding is a highly valued and in-demand skill, but many people consider it an activity only for technology geeks and educated professionalseven more so to teach coding. Not so, says author Sarah Kepple. In this accessible guide, she explains why you don't have to be an expert to lead coding, shows how easy and rewarding learning and teaching coding can be, and provides step-by-step instructions to help you and your community get started.

The book shows how to engage students quickly with learning activities that springboard off of the powerful appeal of video games. The author takes users through activities that introduce popular programming languagesincluding GameMaker, JavaScript, Python, and Scratchto create video games, and in the process, to learn coding. These activities, themed around classic and popular stories, appeal to a broad age rangefrom elementary-age youth through high school and beyond to adults and seniors. Readers will see why school and public libraries are venues ideally suited for coding classes, workshops, clubs, or camps, and they will understand why teaching coding not only meets an important need but also serves to highlight the library's relevance to its community.

Arvustused

Coding newbies and computer-programming experts alike will benefit from this text. . . . An essential purchase for librarians who are serious about teaching coding to kids. * Booklist Online, Starred Review * An easy-to-understand book filled with clear instructions on how to share coding with people of all ages highly recommended to any librarian considering expanding their skills to teach coding in their library as well as every public library that is currently or is planning to offer coding classes to their community. * Public Library Quarterly *

Muu info

This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library.
Preface xi
Introduction xv
1 Welcome to Coding
1(10)
Activity 1A Amazing Algorithms
1(3)
Amazing Algorithms: Materials Needed and Set-up
1(1)
Amazing Algorithms: Outcomes
2(1)
Amazing Algorithms: Guide
2(2)
Activity 1B Syntax Says!
4(3)
Syntax Says: Materials Needed
5(1)
Syntax Says: Outcomes
5(1)
Syntax Says: Guide
5(2)
Activity 1C Tinker with Computer Coding
7(4)
Tinker with Computer Coding: Materials Needed and Set-up
7(1)
Tinker with Computer Coding: Outcomes
8(1)
Tinker with Computer Coding: Guide
8(3)
2 Intro to Scratch
11(22)
Activity 2A Scratching the Surface
12(11)
Scratching the Surface: Materials Needed
12(1)
Scratching the Surface: Setup
13(1)
Scratching the Surface: Outcomes
13(1)
Scratching the Surface: Guide
13(10)
Activity 2B Shape Shifters
23(1)
Shape Shifters: Materials Needed and Set-up
23(1)
Shape Shifters: Guide
23(1)
Activity 2C Cat Got Your Number?
23(10)
Cat Got Your Number? Outcomes
24(1)
Cat Got Your Number? Guide
24(9)
3 Into the Jungle with Scratch
33(20)
Into the Jungle: Preparation
33(1)
Into the Jungle: Materials Needed and Set-up
33(1)
Into the Jungle: Outcomes
34(1)
Into the Jungle: Guide
34(19)
Into the Jungle Step 1 Decompose Game
34(1)
Into the Jungle Step 2 Sprite Library
35(1)
Into the Jungle Step 3 Change Sprite Name
35(1)
Into the Jungle Step 4 Key Controls
36(2)
Into the Jungle Step 5 Appearance
38(2)
Into the Jungle Step 6 Variables
40(1)
Into the Jungle Step 7 Edit Elephant Sprite
41(1)
Into the Jungle Step 8 Parent Script
42(3)
Into the Jungle Step 9 Clone Movement
45(1)
Into the Jungle Step 10 Show and Hide
46(1)
Into the Jungle Step 11 Elephant Animation and Reaction
46(3)
Into the Jungle Step 12 Add Butterfly
49(4)
4 Deeper Into the Jungle with Scratch
53(18)
Deeper Into the Jungle: Preparation
53(1)
Deeper Into the Jungle: Materials and Set-up
53(1)
Deeper Into the Jungle: Outcomes
54(1)
Deeper Into the Jungle: Guide
54(17)
Deeper Into the Jungle Step 1 Running Monkeys
54(2)
Deeper Into the Jungle Step 2 Setting the Scene
56(3)
Deeper Into the Jungle Step 3 Win or Lose
59(3)
Deeper Into the Jungle Step 4 Swinging Monkeys
62(1)
Deeper Into the Jungle Step 5 Projectiles
63(5)
Deeper Into the Jungle Step 6 Background Music
68(2)
Deeper Into the Jungle Step 7 Splash Screen
70(1)
5 Game Maker Grimm
71(18)
Game Maker Grimm: Preparation
72(1)
Game Maker Grimm: Materials Needed and Set-up
72(1)
Game Maker Grimm: Outcomes
72(1)
Game Maker Grimm: Guide
72(17)
Game Maker Grimm: Step 1 Start a New Project
73(1)
Game Maker Grimm: Step 2 Rooms
73(2)
Game Maker Grimm: Step 3 Sprites
75(1)
Game Maker Grimm: Step 4 Objects
76(5)
Game Maker Grimm: Step 5 Player-Controlled Object
81(2)
Game Maker Grimm: Step 6 Object Score
83(1)
Game Maker Grimm: Step 7 Time Limit
84(2)
Game Maker Grimm: Step 8 Restart or End Game
86(1)
Game Maker Grimm: Step 9 Upload Background
87(1)
Game Maker Grimm: Step 10 Save Game as Executable
88(1)
6 Game Maker Grimmer
89(20)
Game Maker Grimmer: Preparation
89(1)
Game Maker Grimmer: Materials Needed
89(1)
Game Maker Grimmer: Outcomes
90(1)
Game Maker Grimmer: Guide
90(19)
Game Maker Grimmer: Step 1 Create the Maze
91(1)
Game Maker Grimmer: Step 2 Playable Character
92(4)
Game Maker Grimmer: Step 3 Health
96(1)
Game Maker Grimmer: Step 4 Timer
97(4)
Game Maker Grimmer: Step 5 Win with Collision
101(1)
Game Maker Grimmer: Step 6 Sounds
101(4)
Game Maker Grimmer: Step 7 Room Upgrades
105(4)
7 Intro to Python
109(12)
Intro to Python: Preparation
109(1)
Intro to Python: Materials Needed and Set-up
110(1)
Intro to Python: Outcomes
110(1)
Intro to Python: Python Orientation
110(3)
Python Orientation: Write and Run a Program
111(1)
Python Orientation: Errors
111(2)
Intro to Python: Guess the Number
113(8)
Guess the Number Step 1 Variables and Functions
113(2)
Guess the Number Step 2 Random Number
115(1)
Guess the Number Step 3 Take a Guess
116(1)
Guess the Number Step 4 Loop and Interruption
117(1)
Guess the Number Step 5 Closing the Game
118(3)
8 Pygame
121(22)
Pygame: Preparation
121(1)
Pygame: Materials Needed
122(1)
Pygame: Outcomes
122(1)
Tinker Bell Trapped: Guide
122(10)
Tinker Bell Trapped Step 1 Import and Initialize
122(1)
Tinker Bell Trapped Step 2 Set Up the Window
123(1)
Tinker Bell Trapped Step 3 Game Loop
124(3)
Tinker Bell Trapped Step 4 Frames per Second
127(1)
Tinker Bell Trapped Step 5 Loading and Drawing Images
128(1)
Tinker Bell Trapped Step 6 Motion
129(3)
Free Tinker Bell: Guide
132(11)
Free Tinker Bell Step 1 Key Controls
132(3)
Free Tinker Bell Step 2 Draw Obstacles
135(3)
Free Tinker Bell Step 3 Collision
138(2)
Free Tinker Bell Step 4 Obstacle Animation
140(3)
9 Web Coding with HTML
143(16)
Web Coding with HTML: Preparation
143(1)
Web Coding with HTML: Materials Needed
143(1)
Web Coding with HTML: Outcomes
144(1)
Web Coding with HTML: Getting Started Guide
144(6)
Getting Started Step 1 Setting Up an HTML File
145(2)
Getting Started Step 2 Organizing the Page
147(2)
Getting Started Step 3 Hyperlinks
149(1)
Web Coding with HTML: Tea or Adventure? Guide
150(9)
Tea or Adventure? Step 1 Set Up Launch File
150(1)
Tea or Adventure? Step 2 Choice 1 Page
151(2)
Tea or Adventure? Step 3 Update Choice Pages
153(1)
Tea or Adventure? Step 4 Add Images
154(5)
10 Web Coding with JavaScript
159(16)
Web Coding with JavaScript: Preparation
159(1)
Web Coding with JavaScript: Materials Needed
159(1)
Web Coding with JavaScript: Outcomes
160(1)
Getting Started with JavaScript: Guide
160(2)
Getting Started with JavaScript Step 1 Variables
160(2)
Getting Started with JavaScript Step 2 Arrays
162(1)
The Name of the Queen: Guide
162(10)
The Name of the Queen Step 1 Create the File Structure
163(1)
The Name of the Queen Step 2 HTML Elements
163(1)
The Name of the Queen Step 3 Set-up
164(3)
The Name of the Queen Step 4 Check and Report
167(2)
The Name of the Queen Step 5 Respond if Correct
169(1)
The Name of the Queen Step 6 Limit Guesses and End Game
170(2)
Where to Go from Here
172(3)
Appendix 175(2)
Glossary 177(6)
References 183(2)
Annotated Bibliography 185(4)
Index 189
Sarah Kepple, MLIS, is owner of and chief learning strategist at Gigalearn, LLC, where she uses her experience in school and public libraries to help transform community technology learning.