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ALICE via INTERACTIVE GAME PROGAMMING

ALICE via INTERACTIVE GAME PROGAMMING. Duke University – Alice Symposium June 17, 2009 Robert Seidman. Free download. IEEE Computer Society (May, 2009). North American Enrollment Rises for First Time in Seven Years. Computer . Pp. 18-19. ALICE via INTERACTIVE GAME PROGAMMING.

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ALICE via INTERACTIVE GAME PROGAMMING

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  1. ALICE via INTERACTIVE GAME PROGAMMING Duke University – Alice Symposium June 17, 2009 Robert Seidman

  2. Free download

  3. IEEE Computer Society (May, 2009). North American Enrollment Rises for First Time in Seven Years. Computer. Pp. 18-19

  4. ALICE via INTERACTIVE GAME PROGAMMING • The idea is to teach Alice in the context of object (character) interaction in a quest gaming environment. • A quest is simply a type of game where there is a search or pursuit in order to find or obtain something. • We teach introductory Alice & OOP programming where the student is movie/director and game developer.

  5. Teach Alice before Java

  6. GOAL . . . in all introductory computer and IT text-books for majors and non-majors

  7. 100+ University Adoptions Penn State  U of North Carolina Columbia U U of Virginia U of Illinois U of Minnesota U of Nebraska U of Georgia Rutgers U U of Pittsburgh U of Texas U of Washington UC San Diego O O O

  8. 100+ University Adoptions Penn State  U of North Carolina Columbia U U of Virginia U of Illinois U of Minnesota U of Nebraska U of Georgia Rutgers U U of Pittsburgh U of Texas U of Washington UC San Diego O O O

  9. 100+ University Adoptions Penn State  U of North Carolina Columbia U U of Virginia U of Illinois U of Minnesota U of Nebraska U of Georgia Rutgers U U of Pittsburgh U of Texas U of Washington UC San Diego O O O

  10. 100+ University Adoptions Penn State  U of North Carolina Columbia U U of Virginia U of Illinois U of Minnesota U of Nebraska U of Georgia Rutgers U U of Pittsburgh U of Texas U of Washington UC San Diego O O O

  11. tinyurl.com/FluencyWithAlice

  12. Features of Workbooktinyurl.com/FluencyWithAlice • Free downloads of PDF chapters, all 52 Flash videos & 26 author files. • Ensure success by showing almost all programming steps. • Use over 150 screen shots in 110 page workbook.

  13. Features of Workbooktinyurl.com/FluencyWithAlice • Includes over 50 Flash videos embedded in the text. • Immerse the reader. Tell them at end of each chapter what they learned. • Motivation: Students’ roll is movie/play Director & game Developer.

  14. Workbook approach: Tell – Show - Do

  15. Workbook approach: Tell – Show - Do • We want students to be successful with programming from the start. • We try to “fool-proof” the first 3 chapters. • Introduce glitches for debug practice. • We provide completed Alice files for each chapter section.

  16. Act 1 Alice Code

  17. Debugging & problem solving

  18. Chapter 4 page example: video

  19. Embedded Flash videos • Simple as creating new method http://media.pearsoncmg.com/aw/aw_snyder_fluency_3/alice/video1-11/ • Complex as showing how to create a recursive method http://media.pearsoncmg.com/aw/aw_snyder_fluency_3/alice/video4-3/

  20. Programming Concepts Coverage

  21. Matching Textbook & Workbook

  22. Chs 1-3 The Story Board

  23. Fluency with Alice workbook The Alice Environment & Alice Worlds Chapter 1. Set scene for Act 1 Robin, Peter, the farmhouse take their places. Quiet on the Set – Action! Chapter 2. Act 2 Robin approaches Peter. Peter reacts and then Robin reacts. The rest of the Story Chapter 3. A dragon appears and threatens Robin. User decides how the story ends. Game-time with Alice Chapter 4. Kirima on a quest + recursion

  24. The Story for Chapters 1-3 • Act 1: Peter and Robin are standing on the grassy lawn of a farmhouse unaware of one another. Robin approaches Peter. Peter reacts. Robin reacts to Peter’s reaction.

  25. Act 1 Code

  26. The Story for Chapters 1-3 • Act 2: Peter warns Robin of threatening dragon. User gets to choose Peter’s fate: • Peter lives (melts dragon & goes off with Robin for a cup of tea) orPeter is toast (dragon fries Peter & lunches with Robin).

  27. The Game-Quest (Chapter 4) • The game is an immersive1st person (shooter) quest - entrance to Denali Park. • User control interaction. • Pick up items & clues. • Objects interact under user control.

  28. The Quest: Pick up hint-objects & find hidden stuff • Set scene • Initial action just like Chapters 1 & 2.

  29. The Quest: Pick up hint-objects & find hidden stuff • Set scene • Initial action just like Chapters 1 & 2. • Mouse click on object moves Kirima to within 2 meters (extends Chapters 2 & 3)

  30. The Quest: Pick up hint-objects & find hidden stuff • Set scene • Initial action just like Chapters 1 & 2. • Mouse click on object moves Kirima to within 2 meters (extends Chapters 2 & 3) • Events: User control with keys and mouse of Kirima and camera (1st person perspective).

  31. The Quest: Pick up hint-objects & find hidden stuff • Set scene • Initial action just like Chapters 1 & 2. • Mouse click on object moves Kirima to within 2 meters (extends Chapters 2 & 3) • Events: User control with keys and mouse of Kirima and camera (1st person perspective). • Search for & find fairly princess who then reveals secret Park entrance. • Quest completed.

  32. Demo of full user first person shooter control

  33. While control for cursor search for moving to target object

  34. Recursive search for moving to target object

  35. Setting up the event

  36. Find fairy princess & move with her

  37. Fluency with Alice feedback • Alice first  Alice placed in computer & information technology text books.

  38. Fluency with Alice feedback • Alice first  Alice placed in computer & information technology textbooks. • College & HS students resonate to the step-by-step approach & Flash videos.

  39. Fluency with Alice feedback • Alice first  Alice placed in computer & information technology textbooks. • College & HS students resonate to the step-by-step approach & Flash videos. • College & HS instructors find it very useful for introductory programming & like motivating using interactive game creation.

  40. Fluency with Alice feedback • Alice first  Alice placed in computer & information technology textbooks. • College & HS students resonate to the step-by-step approach & Flash videos. • College & HS instructors find it very useful for introductory programming & like motivatingusing interactive game creation. • Workbook is free & stands alone without the Fluency with IT book.

  41. Fluency with Alice feedback • Alice first  Alice placed in computer & information technology textbooks. • College & HS students resonate to the step-by-step approach & Flash videos. • College & HS instructors find it very useful for introductory programming & like motivatingusing interactive game creation. • Workbook is free & stands alone without the Fluency with IT book.

  42. Join us in doing research on effectiveness of teaching Alice Journal of Educational Computing Research • Journal: tinyurl.com/EdCompResearch • Workbook: tinyurl.com/FluencyWithAlice • Email: r.seidman@snhu.edu

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