Coding Games in Scratch

Coding Games in Scratch

Author: Jon Woodcock

Publisher: Penguin

Published: 2019-08-06

Total Pages: 224

ISBN-13: 1465495029

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Scratch 3.0 has landed! Stay ahead of the curve with this fully updated guide for beginner coders. Coding is not only a highly sought-after skill in our digital world, but it also teaches kids valuable skills for life after school. This book teaches important strategies for solving problems, designing projects, and communicating ideas, all while creating games to play with their friends. Children will enjoy the step-by-step visual approach that makes even the most difficult coding concepts easy to master. They will discover the fundamentals of computer programming and learn to code through a blend of coding theory and the practical task of building computer games themselves. The reason coding theory is taught through practical tasks is so that young programmers don't just learn how computer code works - they learn why it's done that way. With Coding Games in Scratch, kids can build single and multiplayer platform games, create puzzles and memory games, race through mazes, add animation, and more. It also supports STEM education initiatives and the maker movement. Follow Simple Steps – Improve Your Skills – Share Your Games! If you like playing computer games, why not create your own? Essential coding concepts are explained using eight build-along game projects. Coding Games In Scratch guides young coders step-by-step, using visual samples, easy-to-follow instructions, and fun pixel art. This coding book for kids has everything you need to build amazing Scratch 3.0 games, including thrilling racing challenges, zany platform games, and fiendish puzzles. Follow the simple steps to become an expert coder using the latest version of the popular programming language Scratch 3.0 in this new edition. Improve your coding skills and create your own games before remixing and customizing them. Share your games online and challenge friends and family to beat each other's scores! In this book, you will: - Learn about setting the scene, what makes a good game and playability - Discover objects, rules, and goals - Explore hacks and tweaks, camera angles, fine-tuning and controls - And much more Computer coding teaches kids how to think creatively, work collaboratively, and reason systematically, and is quickly becoming a necessary and sought-after skill. DK's computer coding books for kids are full of fun exercises with step-by-step guidance, making them the perfect introductory tools for building vital skills in computer programming. Add Coding Projects in Scratch and Coding Projects in Python to your collection.


Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches

Author: Felicia, Patrick

Publisher: IGI Global

Published: 2011-04-30

Total Pages: 1374

ISBN-13: 1609604962

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.


Coding Games in Scratch

Coding Games in Scratch

Author: Carol Vorderman

Publisher: Penguin

Published: 2024-06-25

Total Pages: 226

ISBN-13: 0593849205

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If you like playing computer games, why not make your own? This book has all you need to build amazing games, including thrilling racing challenges, zany platform games, and fiendish puzzles. Follow the simple steps to become an expert coder, using the popular programming language ScratchTM 3.0. This updated edition is the first to be tablet-computer friendly, making it even easier to get coding. Improve your coding skills and create your own games, before remixing and customizing them. Jumpy Monkey will show you how to simulate gravity in your games, or give Dog's Dinner a try to learn about collision detection. Pick up the fundamentals of computer programming in steps that make even the most difficult coding concepts fun and easy to understand. Don't just learn how computer code works—understand why it's done that way. Then share your games online and challenge friends and family to beat each other's scores. Once you've whizzed through the book, the possibilities are endless!


Learning by Playing

Learning by Playing

Author: Fran Blumberg

Publisher: Oxford University Press, USA

Published: 2014

Total Pages: 386

ISBN-13: 019989664X

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There is a growing recognition in the learning sciences that video games can no longer be seen as impediments to education, but rather, they can be developed to enhance learning. Educational and developmental psychologists, education researchers, media psychologists, and cognitive psychologists are now joining game designers and developers in seeking out new ways to use video game play in the classroom. In Learning by Playing, a diverse group of contributors provide perspectives on the most current thinking concerning the ramifications of leisure video game play for academic classroom learning. The first section of the text provides foundational understanding of the cognitive skills and content knowledge that children and adolescents acquire and refine during video game play. The second section explores game features that captivate and promote skills development among game players. The subsequent sections discuss children and adolescents' learning in the context of different types of games and the factors that contribute to transfer of learning from video game play to the classroom. These chapters then form the basis for the concluding section of the text: a specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that child and adolescent players find most compelling. Contributors include researchers in education, learning sciences, and cognitive and developmental psychology, as well as instructional design researchers.


GameAxis Unwired

GameAxis Unwired

Author:

Publisher:

Published: 2007-12

Total Pages: 108

ISBN-13:

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GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.


Gravity

Gravity

Author: Rachel Lynette

Publisher: Capstone Classroom

Published: 2008

Total Pages: 52

ISBN-13: 9781432911126

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This book discusses gravitational force and presents experiments in balancing fruit and making a ramp racer, a water clock, a balloon rocket, and a ring wing glider.


Play and Educational Theory and Practice

Play and Educational Theory and Practice

Author: Don Lytle

Publisher: Bloomsbury Publishing USA

Published: 2003-06-30

Total Pages: 346

ISBN-13: 0313072280

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Combining the research talents of many long-standing members of the Association for the Study of Play, this work provides discussions of the theory and applied value of play, as well as ongoing research from America, Australia, Taiwan, and Korea. The developmental and educational theories of Lev Semenovich Vygotsky are analyzed in several chapters. The world's premiere play scholar, Brian Sutton-Smith, continues his seminal play theory work, following up on previously presented findings and constructing a developmental theory of play based on emotions. Chapters address: • Play as a parody of emotional vulnerability • Learning to observe children at play • Symbolic play through the eyes and words of children • The activities of children at recess in middle school Professors, teachers, scholars, and university students interested in early childhood education, child development, play theory and practice, and preschool and elementary education will find this volume of interest.


Beginning Flash Game Programming For Dummies

Beginning Flash Game Programming For Dummies

Author: Andy Harris

Publisher: John Wiley & Sons

Published: 2011-05-09

Total Pages: 423

ISBN-13: 1118085450

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You can start game programming in a flash Here's how to create five different cool games - no experience necessary! Ever think you could come up with a better computer game? Then this book is for you! No boring programming theory here, just the stuff you need to know to actually make something happen, and all in plain English. Build a brain-teasing math game, go classic with Pong, create monsters and mayhem, and much more. Discover how to * Build and control basic movie clips * Make text appear and change * Generate random numbers * Add sound effects * Create cars and space vehicles that move realistically * Blow up stuff onscreen


Innovation and Strategy of Online Games

Innovation and Strategy of Online Games

Author: H. Wi Jong

Publisher: Imperial College Press

Published: 2009

Total Pages: 241

ISBN-13: 1848163576

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This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.


Gameworlds

Gameworlds

Author: Seth Giddings

Publisher: Bloomsbury Publishing USA

Published: 2016-05-19

Total Pages: 193

ISBN-13: 1501318292

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Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.