Teaching Coding through Game Creation
bySarah 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.
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eBook
9781440851896
MLA
Kepple, Sarah. Teaching Coding through Game Creation. Libraries Unlimited, 2018. ABC-CLIO, publisher.abc-clio.com/9781440851896.
Chicago Manual of Style
Kepple, Sarah. Teaching Coding through Game Creation. Libraries Unlimited, 2018. http://publisher.abc-clio.com/9781440851896
APA
Kepple, S. (2018). Teaching Coding through Game Creation. Retrieved from http://publisher.abc-clio.com/9781440851896
- Description
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This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library.
• Helps librarians—even those without prior experience and training—launch highly successful programs in computer coding that engage both traditional literacy and technology literacy• Builds on the library's role as technology hub in the school and/or community
• Enables librarians to cultivate practical and valued skills among students and patrons—all while they have fun learning
• Offers insight from an instructor who leads coding clubs and classes in multiple libraries
- Table of Contents
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Table of Contents
Teaching Coding through Game Creation
Author(s): Kepple, Sarah;Contributors: Kepple, Sarah;Abstract:This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library.
• Helps librarians—even those without prior experience and training—launch highly successful programs in computer coding that engage both traditional literacy and technology literacy• Builds on the library's role as technology hub in the school and/or community
• Enables librarians to cultivate practical and valued skills among students and patrons—all while they have fun learning
• Offers insight from an instructor who leads coding clubs and classes in multiple libraries
SortTitle: teaching coding through game creationAuthor Info:Sarah KeppleauthorSarah 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.
eISBN-13: 9781440851896Cover Image URL: ~~FreeAttachments/9781440851896.jpgPrint ISBN-13: 9781440851889Imprint: Libraries UnlimitedPages: 232Publication Date: 20180831- Cover Cover11
- Title Page iii4
- Copyright iv5
- Dedication v6
- Contents vii8
- Preface xi12
- Introduction xv16
- 1—Welcome to Coding 134
- 2—Intro to Scratch 1144
- 3—Into the Jungle with Scratch 3366
- Into the Jungle: Preparation 3366
- Into the Jungle: Guide 3467
- Into the Jungle Step 1: Decompose Game 3467
- Into the Jungle Step 2: Sprite Library 3568
- Into the Jungle Step 3: Change Sprite Name 3568
- Into the Jungle Step 4: Key Controls 3669
- Into the Jungle Step 5: Appearance 3871
- Into the Jungle Step 6: Variables 4073
- Into the Jungle Step 7: Edit Elephant Sprite 4174
- Into the Jungle Step 8: Parent Script 4275
- Into the Jungle Step 9: Clone Movement 4578
- Into the Jungle Step 10: Show and Hide 4679
- Into the Jungle Step 11: Elephant Animation and Reaction 4679
- Into the Jungle Step 12: Add Butterfly 4982
- 4—Deeper Into the Jungle with Scratch 5386
- Deeper Into the Jungle: Preparation 5386
- Deeper Into the Jungle: Guide 5487
- Deeper Into the Jungle Step 1: Running Monkeys 5487
- Deeper Into the Jungle Step 2: Setting the Scene 5689
- Deeper Into the Jungle Step 3: Win or Lose 5992
- Deeper Into the Jungle Step 4: Swinging Monkeys 6295
- Deeper Into the Jungle Step 5: Projectiles 6396
- Deeper Into the Jungle Step 6: Background Music 68101
- Deeper Into the Jungle Step 7: Splash Screen 70103
- 5—Game Maker Grimm 71104
- Game Maker Grimm: Preparation 72105
- Game Maker Grimm: Guide 72105
- Game Maker Grimm: Step 1: Start a New Project 73106
- Game Maker Grimm: Step 2: Rooms 73106
- Game Maker Grimm: Step 3: Sprites 75108
- Game Maker Grimm: Step 4: Objects 76109
- Game Maker Grimm: Step 5: Player-Controlled Object 81114
- Game Maker Grimm: Step 6: Object Score 83116
- Game Maker Grimm: Step 7: Time Limit 84117
- Game Maker Grimm: Step 8: Restart or End Game 86119
- Game Maker Grimm: Step 9: Upload Background 87120
- Game Maker Grimm: Step 10: Save Game as Executable 88121
- 6—Game Maker Grimmer 89122
- Game Maker Grimmer: Preparation 89122
- Game Maker Grimmer: Guide 90123
- Game Maker Grimmer: Step 1: Create the Maze 91124
- Game Maker Grimmer: Step 2: Playable Character 92125
- Game Maker Grimmer: Step 3: Health 96129
- Game Maker Grimmer: Step 4: Timer 97130
- Game Maker Grimmer: Step 5: Win with Collision 101134
- Game Maker Grimmer: Step 6: Sounds 101134
- Game Maker Grimmer: Step 7: Room Upgrades 105138
- 7—Intro to Python 109142
- 8—Pygame 121154
- Pygame: Preparation 121154
- Tinker Bell Trapped: Guide 122155
- Tinker Bell Trapped Step 1: Import and Initialize 122155
- Tinker Bell Trapped Step 2: Set Up the Window 123156
- Tinker Bell Trapped Step 3: Game Loop 124157
- Tinker Bell Trapped Step 4: Frames per Second 127160
- Tinker Bell Trapped Step 5: Loading and Drawing Images 128161
- Tinker Bell Trapped Step 6: Motion 129162
- Free Tinker Bell: Guide 132165
- 9—Web Coding with HTML 143176
- 10—Web Coding with JavaScript 159192
- Web Coding with JavaScript: Preparation 159192
- Getting Started with JavaScript: Guide 160193
- The Name of the Queen: Guide 162195
- The Name of the Queen Step 1: Create the File Structure 163196
- The Name of the Queen Step 2: HTML Elements 163196
- The Name of the Queen Step 3: Set-up 164197
- The Name of the Queen Step 4: Check and Report 167200
- The Name of the Queen Step 5: Respond if Correct 169202
- The Name of the Queen Step 6: Limit Guesses and End Game 170203
- Where to Go from Here 172205
- Appendix 175208
- Glossary 177210
- References 183216
- Annotated Bibliography 185218
- Index 189222