Teaching Coding through Game Creation
Autor Sarah Keppleen Limba Engleză Paperback – 23 aug 2018 – vârsta până la 17 ani
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Specificații
ISBN-13: 9781440851889
ISBN-10: 1440851883
Pagini: 232
Ilustrații: 234 bw illus
Dimensiuni: 178 x 254 mm
Greutate: 0.5 kg
Editura: Bloomsbury Publishing
Colecția Libraries Unlimited
Locul publicării:New York, United States
ISBN-10: 1440851883
Pagini: 232
Ilustrații: 234 bw illus
Dimensiuni: 178 x 254 mm
Greutate: 0.5 kg
Editura: Bloomsbury Publishing
Colecția Libraries Unlimited
Locul publicării:New York, United States
Caracteristici
Helps librarians-even those without prior experience and training-launch highly successful programs in computer coding that engage both traditional literacy and technology literacy
Notă biografică
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.
Cuprins
PrefaceIntroduction1-Welcome to CodingActivity 1A: Amazing AlgorithmsAmazing Algorithms: Materials Needed and Set-upAmazing Algorithms: OutcomesAmazing Algorithms: GuideActivity 1B: Syntax Says!Syntax Says: Materials NeededSyntax Says: OutcomesSyntax Says: GuideActivity 1C: Tinker with Computer CodingTinker with Computer Coding: Materials Needed and Set-upTinker with Computer Coding: OutcomesTinker with Computer Coding: Guide2-Intro to ScratchActivity 2A: Scratching the SurfaceScratching the Surface: Materials NeededScratching the Surface: SetupScratching the Surface: OutcomesScratching the Surface: GuideActivity 2B: Shape ShiftersShape Shifters: Materials Needed and Set-upShape Shifters: GuideActivity 2C: Cat Got Your Number?Cat Got Your Number? OutcomesCat Got Your Number? Guide3-Into the Jungle with ScratchInto the Jungle: PreparationInto the Jungle: Materials Needed and Set-upInto the Jungle: OutcomesInto the Jungle: GuideInto the Jungle Step 1: Decompose GameInto the Jungle Step 2: Sprite LibraryInto the Jungle Step 3: Change Sprite NameInto the Jungle Step 4: Key ControlsInto the Jungle Step 5: AppearanceInto the Jungle Step 6: VariablesInto the Jungle Step 7: Edit Elephant SpriteInto the Jungle Step 8: Parent ScriptInto the Jungle Step 9: Clone MovementInto the Jungle Step 10: Show and HideInto the Jungle Step 11: Elephant Animation and ReactionInto the Jungle Step 12: Add Butterfly4-Deeper Into the Jungle with ScratchDeeper Into the Jungle: PreparationDeeper Into the Jungle: Materials and Set-upDeeper Into the Jungle: OutcomesDeeper Into the Jungle: GuideDeeper Into the Jungle Step 1: Running MonkeysDeeper Into the Jungle Step 2: Setting the SceneDeeper Into the Jungle Step 3: Win or LoseDeeper Into the Jungle Step 4: Swinging MonkeysDeeper Into the Jungle Step 5: ProjectilesDeeper Into the Jungle Step 6: Background MusicDeeper Into the Jungle Step 7: Splash Screen5-Game Maker GrimmGame Maker Grimm: PreparationGame Maker Grimm: Materials Needed and Set-upGame Maker Grimm: OutcomesGame Maker Grimm: GuideGame Maker Grimm: Step 1: Start a New ProjectGame Maker Grimm: Step 2: RoomsGame Maker Grimm: Step 3: SpritesGame Maker Grimm: Step 4: ObjectsGame Maker Grimm: Step 5: Player-Controlled ObjectGame Maker Grimm: Step 6: Object ScoreGame Maker Grimm: Step 7: Time LimitGame Maker Grimm: Step 8: Restart or End GameGame Maker Grimm: Step 9: Upload BackgroundGame Maker Grimm: Step 10: Save Game as Executable6-Game Maker GrimmerGame Maker Grimmer: PreparationGame Maker Grimmer: Materials NeededGame Maker Grimmer: OutcomesGame Maker Grimmer: GuideGame Maker Grimmer: Step 1: Create the MazeGame Maker Grimmer: Step 2: Playable CharacterGame Maker Grimmer: Step 3: HealthGame Maker Grimmer: Step 4: TimerGame Maker Grimmer: Step 5: Win with CollisionGame Maker Grimmer: Step 6: SoundsGame Maker Grimmer: Step 7: Room Upgrades7-Intro to PythonIntro to Python: PreparationIntro to Python: Materials Needed and Set-upIntro to Python: OutcomesIntro to Python: Python OrientationPython Orientation: Write and Run a ProgramPython Orientation: ErrorsIntro to Python: Guess the NumberGuess the Number Step 1: Variables and FunctionsGuess the Number Step 2: Random NumberGuess the Number Step 3: Take a GuessGuess the Number Step 4: Loop and InterruptionGuess the Number Step 5: Closing the Game8-PygamePygame: PreparationPygame: Materials NeededPygame: OutcomesTinker Bell Trapped: GuideTinker Bell Trapped Step 1: Import and InitializeTinker Bell Trapped Step 2: Set Up the WindowTinker Bell Trapped Step 3: Game LoopTinker Bell Trapped Step 4: Frames per SecondTinker Bell Trapped Step 5: Loading and Drawing ImagesTinker Bell Trapped Step 6: MotionFree Tinker Bell: GuideFree Tinker Bell Step 1: Key ControlsFree Tinker Bell Step 2: Draw ObstaclesFree Tinker Bell Step 3: CollisionFree Tinker Bell Step 4: Obstacle Animation9-Web Coding with HTMLWeb Coding with HTML: PreparationWeb Coding with HTML: Materials NeededWeb Coding with HTML: OutcomesWeb Coding with HTML: Getting Started GuideGetting Started Step 1: Setting Up an HTML FileGetting Started Step 2: Organizing the PageGetting Started Step 3: HyperlinksWeb Coding with HTML: Tea or Adventure? GuideTea or Adventure? Step 1: Set Up Launch FileTea or Adventure? Step 2: Choice1 PageTea or Adventure? Step 3: Update Choice PagesTea or Adventure? Step 4: Add Images10-Web Coding with JavaScriptWeb Coding with JavaScript: PreparationWeb Coding with JavaScript: Materials NeededWeb Coding with JavaScript: OutcomesGetting Started with JavaScript: GuideGetting Started with JavaScript Step 1: VariablesGetting Started with JavaScript Step 2: ArraysThe Name of the Queen: GuideThe Name of the Queen Step 1: Create the File StructureThe Name of the Queen Step 2: HTML ElementsThe Name of the Queen Step 3: Set-upThe Name of the Queen Step 4: Check and ReportThe Name of the Queen Step 5: Respond if CorrectThe Name of the Queen Step 6: Limit Guesses and End GameWhere to Go from HereAppendixGlossaryReferencesAnnotated BibliographyIndex
Recenzii
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.
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.
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.