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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: 440 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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