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Teaching Coding through Game Creation: (English)

Teaching Coding through Game Creation: (English)

          
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About the Book

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 professionals—even 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 languages—including GameMaker, JavaScript, Python, and Scratch—to create video games, and in the process, to learn coding. These activities, themed around classic and popular stories, appeal to a broad age range—from 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.

Table of Contents:
Preface Introduction 1—Welcome to Coding Activity 1A: Amazing Algorithms Amazing Algorithms: Materials Needed and Set-up Amazing Algorithms: Outcomes Amazing Algorithms: Guide Activity 1B: Syntax Says! Syntax Says: Materials Needed Syntax Says: Outcomes Syntax Says: Guide Activity 1C: Tinker with Computer Coding Tinker with Computer Coding: Materials Needed and Set-up Tinker with Computer Coding: Outcomes Tinker with Computer Coding: Guide 2—Intro to Scratch Activity 2A: Scratching the Surface Scratching the Surface: Materials Needed Scratching the Surface: Setup Scratching the Surface: Outcomes Scratching the Surface: Guide Activity 2B: Shape Shifters Shape Shifters: Materials Needed and Set-up Shape Shifters: Guide Activity 2C: Cat Got Your Number? Cat Got Your Number? Outcomes Cat Got Your Number? Guide 3—Into the Jungle with Scratch Into the Jungle: Preparation Into the Jungle: Materials Needed and Set-up Into the Jungle: Outcomes Into the Jungle: Guide Into the Jungle Step 1: Decompose Game Into the Jungle Step 2: Sprite Library Into the Jungle Step 3: Change Sprite Name Into the Jungle Step 4: Key Controls Into the Jungle Step 5: Appearance Into the Jungle Step 6: Variables Into the Jungle Step 7: Edit Elephant Sprite Into the Jungle Step 8: Parent Script Into the Jungle Step 9: Clone Movement Into the Jungle Step 10: Show and Hide Into the Jungle Step 11: Elephant Animation and Reaction Into the Jungle Step 12: Add Butterfly 4—Deeper Into the Jungle with Scratch Deeper Into the Jungle: Preparation Deeper Into the Jungle: Materials and Set-up Deeper Into the Jungle: Outcomes Deeper Into the Jungle: Guide Deeper Into the Jungle Step 1: Running Monkeys Deeper Into the Jungle Step 2: Setting the Scene Deeper Into the Jungle Step 3: Win or Lose Deeper Into the Jungle Step 4: Swinging Monkeys Deeper Into the Jungle Step 5: Projectiles Deeper Into the Jungle Step 6: Background Music Deeper Into the Jungle Step 7: Splash Screen 5—Game Maker Grimm Game Maker Grimm: Preparation Game Maker Grimm: Materials Needed and Set-up Game Maker Grimm: Outcomes Game Maker Grimm: Guide Game Maker Grimm: Step 1: Start a New Project Game Maker Grimm: Step 2: Rooms Game Maker Grimm: Step 3: Sprites Game Maker Grimm: Step 4: Objects Game Maker Grimm: Step 5: Player-Controlled Object Game Maker Grimm: Step 6: Object Score Game Maker Grimm: Step 7: Time Limit Game Maker Grimm: Step 8: Restart or End Game Game Maker Grimm: Step 9: Upload Background Game Maker Grimm: Step 10: Save Game as Executable 6—Game Maker Grimmer Game Maker Grimmer: Preparation Game Maker Grimmer: Materials Needed Game Maker Grimmer: Outcomes Game Maker Grimmer: Guide Game Maker Grimmer: Step 1: Create the Maze Game Maker Grimmer: Step 2: Playable Character Game Maker Grimmer: Step 3: Health Game Maker Grimmer: Step 4: Timer Game Maker Grimmer: Step 5: Win with Collision Game Maker Grimmer: Step 6: Sounds Game Maker Grimmer: Step 7: Room Upgrades 7—Intro to Python Intro to Python: Preparation Intro to Python: Materials Needed and Set-up Intro to Python: Outcomes Intro to Python: Python Orientation Python Orientation: Write and Run a Program Python Orientation: Errors Intro to Python: Guess the Number Guess the Number Step 1: Variables and Functions Guess the Number Step 2: Random Number Guess the Number Step 3: Take a Guess Guess the Number Step 4: Loop and Interruption Guess the Number Step 5: Closing the Game 8—Pygame Pygame: Preparation Pygame: Materials Needed Pygame: Outcomes Tinker Bell Trapped: Guide Tinker Bell Trapped Step 1: Import and Initialize Tinker Bell Trapped Step 2: Set Up the Window Tinker Bell Trapped Step 3: Game Loop Tinker Bell Trapped Step 4: Frames per Second Tinker Bell Trapped Step 5: Loading and Drawing Images Tinker Bell Trapped Step 6: Motion Free Tinker Bell: Guide Free Tinker Bell Step 1: Key Controls Free Tinker Bell Step 2: Draw Obstacles Free Tinker Bell Step 3: Collision Free Tinker Bell Step 4: Obstacle Animation 9—Web Coding with HTML Web Coding with HTML: Preparation Web Coding with HTML: Materials Needed Web Coding with HTML: Outcomes Web Coding with HTML: Getting Started Guide Getting Started Step 1: Setting Up an HTML File Getting Started Step 2: Organizing the Page Getting Started Step 3: Hyperlinks Web Coding with HTML: Tea or Adventure? Guide Tea or Adventure? Step 1: Set Up Launch File Tea or Adventure? Step 2: Choice1 Page Tea or Adventure? Step 3: Update Choice Pages Tea or Adventure? Step 4: Add Images 10—Web Coding with JavaScript Web Coding with JavaScript: Preparation Web Coding with JavaScript: Materials Needed Web Coding with JavaScript: Outcomes Getting Started with JavaScript: Guide Getting Started with JavaScript Step 1: Variables Getting Started with JavaScript Step 2: Arrays The Name of the Queen: Guide The Name of the Queen Step 1: Create the File Structure The Name of the Queen Step 2: HTML Elements The Name of the Queen Step 3: Set-up The Name of the Queen Step 4: Check and Report The Name of the Queen Step 5: Respond if Correct The Name of the Queen Step 6: Limit Guesses and End Game Where to Go from Here Appendix Glossary References Annotated Bibliography Index


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Product Details
  • ISBN-13: 9781440851889
  • Publisher: Bloomsbury Publishing PLC
  • Publisher Imprint: Libraries Unlimited Inc
  • Height: 252 mm
  • No of Pages: 232
  • Series Title: English
  • Weight: 498 gr
  • ISBN-10: 1440851883
  • Publisher Date: 24 Aug 2018
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Spine Width: 14 mm
  • Width: 176 mm


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