Learning Stencyl 3. X Game Development: Beginner's Guide

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Publisher : Packt Publishing Ltd
ISBN 13 : 1849695970
Total Pages : 531 pages
Book Rating : 4.8/5 (496 download)

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Book Synopsis Learning Stencyl 3. X Game Development: Beginner's Guide by : Innes Borkwood

Download or read book Learning Stencyl 3. X Game Development: Beginner's Guide written by Innes Borkwood and published by Packt Publishing Ltd. This book was released on 2013-05-24 with total page 531 pages. Available in PDF, EPUB and Kindle. Book excerpt: A step-by-step, practical tutorial with a no-nonsense approach. The book starts by showing readers how to create a playable game that is fully-functioning, then moves on to demonstrate how to fine-tune the game with eye-catching graphics techniques, audio-effects and more.This book is for indie and existing game developers and those who want to get started with game development using Stencyl. Some understanding of Objective-C, C++, and game development basics is recommended. People with some programming experience may also find this book useful.

Stencyl Essentials

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Publisher : Packt Publishing Ltd
ISBN 13 : 178439047X
Total Pages : 206 pages
Book Rating : 4.7/5 (843 download)

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Book Synopsis Stencyl Essentials by : Richard Sneyd

Download or read book Stencyl Essentials written by Richard Sneyd and published by Packt Publishing Ltd. This book was released on 2015-04-27 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are a computer game enthusiast who has always wanted to know what it takes to build a playable game, or maybe you would like to expand your programming knowledge so that you can develop great computer games using a solid game engine and toolkit, then this book is for you.

STEM Education Series

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Author :
Publisher : Independently Published
ISBN 13 :
Total Pages : 80 pages
Book Rating : 4.6/5 (479 download)

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Book Synopsis STEM Education Series by : Chak Tin Yu

Download or read book STEM Education Series written by Chak Tin Yu and published by Independently Published. This book was released on 2020-05-22 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, you will learn how to make a basic game with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on the creation of a very simple 2d shooter game using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped.

Research Anthology on Developments in Gamification and Game-Based Learning

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Author :
Publisher : IGI Global
ISBN 13 : 1668437112
Total Pages : 1971 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Research Anthology on Developments in Gamification and Game-Based Learning by : Management Association, Information Resources

Download or read book Research Anthology on Developments in Gamification and Game-Based Learning written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-11-26 with total page 1971 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

The Game Programming Starter Series

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515274407
Total Pages : 94 pages
Book Rating : 4.2/5 (744 download)

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Book Synopsis The Game Programming Starter Series by : Hobbypress

Download or read book The Game Programming Starter Series written by Hobbypress and published by Createspace Independent Publishing Platform. This book was released on 2015-07-30 with total page 94 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, you will learn how to make a basic "Shoot'Em Up" with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on shoot-them-up game creation using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. Book TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 8 THE TARGET PLATFORM 9 TOOLS AND RESOURCES 10 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 13 LESSON 1 CON'T - OBJECT INTERACTION 17 LESSON 1 CON'T - CREATING NEW ACTORS 18 LESSON 1 CON'T - BACKGROUND AND SCROLLING 25 LESSON 1 CON'T - TILESETS 29 LESSON 1 CON'T - FREE ARTWORKS 32 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 33 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 34 LESSON 2 CON'T - SCENE AND BOUNDARIES 37 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 39 LESSON 3 - ACCEPTING USER INPUT 40 LESSON 3 CON'T - PROCESSING USER INPUT 43 LESSON 3 CON'T - BEHAVIORS 47 LESSON 3 CON'T - OBJECT INTERACTIONS 49 SAMPLE SET 1 54 SAMPLE SET 2 67 SAMPLE SET 3 75 WHAT IS NEXT? 86

ECGBL2011-Proceedings of the 5th European Conference on Games Based Learning

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Author :
Publisher : Academic Conferences and Publishing International
ISBN 13 : 1908272198
Total Pages : 679 pages
Book Rating : 4.9/5 (82 download)

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Book Synopsis ECGBL2011-Proceedings of the 5th European Conference on Games Based Learning by : Dimitris Gouscos

Download or read book ECGBL2011-Proceedings of the 5th European Conference on Games Based Learning written by Dimitris Gouscos and published by Academic Conferences and Publishing International. This book was released on with total page 679 pages. Available in PDF, EPUB and Kindle. Book excerpt:

ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning

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Author :
Publisher : Academic Conferences Limited
ISBN 13 : 1908272694
Total Pages : 678 pages
Book Rating : 4.9/5 (82 download)

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Book Synopsis ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning by : Patrick Felicia

Download or read book ECGBL2013-Proceedings of the 6th European Conference on Games Based Learning written by Patrick Felicia and published by Academic Conferences Limited. This book was released on 2012 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Game Programming Starter Series

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515275053
Total Pages : 0 pages
Book Rating : 4.2/5 (75 download)

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Book Synopsis The Game Programming Starter Series by : HobbyPRESS

Download or read book The Game Programming Starter Series written by HobbyPRESS and published by Createspace Independent Publishing Platform. This book was released on 2015-08 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, you will learn how to make a basic tank game with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on tank game creation using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. TOC: LICENSE AGREEMENT 4 LIMITATION OF LIABILITY 5 ABOUT THE STARTER SERIES 6 BASIC REQUIREMENTS 7 LEARNING GOALS 9 THE TARGET PLATFORM 10 TOOLS AND RESOURCES 11 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 14 LESSON 1 CON'T - OBJECT INTERACTION 18 LESSON 1 CON'T - CREATING NEW ACTORS 19 LESSON 1 CON'T - BACKGROUND AND SCROLLING 26 LESSON 1 CON'T - TILESETS 30 LESSON 1 CON'T - FREE ARTWORKS 33 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 34 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 35 LESSON 2 CON'T - SCENE AND BOUNDARIES 38 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 40 LESSON 3 - ACCEPTING USER INPUT 41 LESSON 3 CON'T - PROCESSING USER INPUT 44 LESSON 3 CON'T - BEHAVIORS 48 LESSON 3 CON'T - OBJECT INTERACTIONS 50 LESSON 3 CON'T - PLAYING SOUND EFFECT 56 LESSON 3 CON'T - TESTING & COMPILING THE GAME 60 SAMPLE SET 1 63 SAMPLE SET 2 74 SAMPLE SET 3 78 WHAT IS NEXT? 90

The Gamification of Learning and Instruction Fieldbook

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 111867443X
Total Pages : 487 pages
Book Rating : 4.1/5 (186 download)

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Book Synopsis The Gamification of Learning and Instruction Fieldbook by : Karl M. Kapp

Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.

The Game Programming Starter Series

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515343554
Total Pages : 82 pages
Book Rating : 4.3/5 (435 download)

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Book Synopsis The Game Programming Starter Series by : Hobbypress

Download or read book The Game Programming Starter Series written by Hobbypress and published by Createspace Independent Publishing Platform. This book was released on 2015-08-05 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, you will learn how to make a basic tank game with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on the creation of a very simple screen scrolling racecar game using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. TOC: LICENSE AGREEMENT 3 LIMITATION OF LIABILITY 4 ABOUT THE STARTER SERIES 5 BASIC REQUIREMENTS 6 LEARNING GOALS 8 THE TARGET PLATFORM 9 TOOLS AND RESOURCES 10 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 13 LESSON 1 CON'T - OBJECT INTERACTION 17 LESSON 1 CON'T - CREATING NEW ACTORS 18 LESSON 1 CON'T - BACKGROUND AND SCROLLING 25 LESSON 1 CON'T - TILESETS 29 LESSON 1 CON'T - FREE ARTWORKS 32 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 33 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 34 LESSON 2 CON'T - SCENE AND BOUNDARIES 37 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 39 LESSON 3 - ACCEPTING USER INPUT 40 LESSON 3 CON'T - PROCESSING USER INPUT 43 LESSON 3 CON'T - BEHAVIORS 47 LESSON 3 CON'T - OBJECT INTERACTIONS 49 LESSON 3 CON'T - PLAYING SOUND EFFECT 55 LESSON 3 CON'T - TESTING & COMPILING THE GAME 59 SAMPLE SET 1 62 SAMPLE SET 2 75 WHAT IS NEXT? 78

Cognitive and Affective Perspectives on Immersive Technology in Education

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Publisher : IGI Global
ISBN 13 : 179983252X
Total Pages : 337 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Cognitive and Affective Perspectives on Immersive Technology in Education by : Zheng, Robert Z.

Download or read book Cognitive and Affective Perspectives on Immersive Technology in Education written by Zheng, Robert Z. and published by IGI Global. This book was released on 2020-05-22 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students.

Summary of Daniel Noah Halpern's Becoming a Video Game Designer

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Author :
Publisher : Everest Media LLC
ISBN 13 : 1669347702
Total Pages : 17 pages
Book Rating : 4.6/5 (693 download)

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Book Synopsis Summary of Daniel Noah Halpern's Becoming a Video Game Designer by : Everest Media

Download or read book Summary of Daniel Noah Halpern's Becoming a Video Game Designer written by Everest Media and published by Everest Media LLC. This book was released on 2022-02-28T22:43:00Z with total page 17 pages. Available in PDF, EPUB and Kindle. Book excerpt: Please note: This is a companion version & not the original book. Sample Book Insights: #1 Someone who loves games and plays them. Someone who can’t help but think about how games work. Someone who wants to know how things work as systems. #2 Cadwell was born in St. Louis, and as a child he spent a lot of time playing video games. He became interested in the patterns and systems of video games, and as he got older, he began to figure out how to apply those systems to other areas of his life. #3 Cadwell was eventually kicked off the servers of a MUD game for being too materialistic while playing a Paladin. He then went on to concentrate in computer science at MIT. He also discovered a new game: StarCraft, which had come out in 1998. #4 Cadwell ended up working for Blizzard Entertainment, a company that created Warcraft and StarCraft games. He was hired as the lead play-balance designer. While working there, he realized that game design was what he wanted to do.

Mostly Codeless Game Development

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Author :
Publisher : Apress
ISBN 13 : 1484229703
Total Pages : 233 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Mostly Codeless Game Development by : Robert Ciesla

Download or read book Mostly Codeless Game Development written by Robert Ciesla and published by Apress. This book was released on 2017-07-19 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and explores all major areas of game development in a succinct, entertaining fashion. Have you dreamed of making your own video game? Do you find the prospect daunting? Fear not. A new generation of game engines has emerged. Lengthy and complicated feats of programming are largely a thing of the past in video game development. To create commercially viable games you simply need the right tools, many of which are discussed in this book. A gigantic software team isn't a must-have prerequisite for success. The one-person operation is back. What You Will Learn Master the concepts and jargon used in game creation for the beginner Find the best game development suite for your project Make the most out of related graphics and audio production software Discover video game marketing essentials Who This Book Is For People with no programming experience who desire a career in the video game industry as producers or independent, single-person developers./div

The Routledge Companion to Music, Technology, and Education

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1317415132
Total Pages : 477 pages
Book Rating : 4.3/5 (174 download)

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Book Synopsis The Routledge Companion to Music, Technology, and Education by : Andrew King

Download or read book The Routledge Companion to Music, Technology, and Education written by Andrew King and published by Taylor & Francis. This book was released on 2017-01-20 with total page 477 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Companion to Music, Technology, and Education is a comprehensive resource that draws together burgeoning research on the use of technology in music education around the world. Rather than following a procedural how-to approach, this companion considers technology, musicianship, and pedagogy from a philosophical, theoretical, and empirically-driven perspective, offering an essential overview of current scholarship while providing support for future research. The 37 chapters in this volume consider the major aspects of the use of technology in music education: Part I. Contexts. Examines the historical and philosophical contexts of technology in music. This section addresses themes such as special education, cognition, experimentation, audience engagement, gender, and information and communication technologies. Part II. Real Worlds. Discusses real world scenarios that relate to music, technology, and education. Topics such as computers, composition, performance, and the curriculum are covered here. Part III. Virtual Worlds. Explores the virtual world of learning through our understanding of media, video games, and online collaboration. Part IV. Developing and Supporting Musicianship. Highlights the framework for providing support and development for teachers, using technology to understand and develop musical understanding. The Routledge Companion to Music, Technology, and Education will appeal to undergraduate and post-graduate students, music educators, teacher training specialists, and music education researchers. It serves as an ideal introduction to the issues surrounding technology in music education.

Beginning C++ Game Programming

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Author :
Publisher : Packt Publishing Ltd
ISBN 13 : 1786467771
Total Pages : 511 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Beginning C++ Game Programming by : John Horton

Download or read book Beginning C++ Game Programming written by John Horton and published by Packt Publishing Ltd. This book was released on 2016-10-07 with total page 511 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn C++ from scratch and get started building your very own games About This Book This book offers a fun way to learn modern C++ programming while building exciting 2D games This beginner-friendly guide offers a fast-paced but engaging approach to game development Dive headfirst into building a wide variety of desktop games that gradually increase in complexity It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively Who This Book Is For This book is perfect for you if any of the following describes you: You have no C++ programming knowledge whatsoever or need a beginner level refresher course, if you want to learn to build games or just use games as an engaging way to learn C++, if you have aspirations to publish a game one day, perhaps on Steam, or if you just want to have loads of fun and impress friends with your creations. What You Will Learn Get to know C++ from scratch while simultaneously learning game building Learn the basics of C++, such as variables, loops, and functions to animate game objects, respond to collisions, keep score, play sound effects, and build your first playable game. Use more advanced C++ topics such as classes, inheritance, and references to spawn and control thousands of enemies, shoot with a rapid fire machine gun, and realize random scrolling game-worlds Stretch your C++ knowledge beyond the beginner level and use concepts such as pointers, references, and the Standard Template Library to add features like split-screen coop, immersive directional sound, and custom levels loaded from level-design files Get ready to go and build your own unique games! In Detail This book is all about offering you a fun introduction to the world of game programming, C++, and the OpenGL-powered SFML using three fun, fully-playable games. These games are an addictive frantic two-button tapper, a multi-level zombie survival shooter, and a split-screen multiplayer puzzle-platformer. We will start with the very basics of programming, such as variables, loops, and conditions and you will become more skillful with each game as you move through the key C++ topics, such as OOP (Object-Orientated Programming), C++ pointers, and an introduction to the Standard Template Library. While building these games, you will also learn exciting game programming concepts like particle effects, directional sound (spatialization), OpenGL programmable Shaders, spawning thousands of objects, and more. Style and approach This book offers a fun, example-driven approach to learning game development and C++. In addition to explaining game development techniques in an engaging style, the games are built in a way that introduces the key C++ topics in a practical and not theory-based way, with multiple runnable/playable stages in each chapter.

Using Apps for Learning Across the Curriculum

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Author :
Publisher : Routledge
ISBN 13 : 1317668499
Total Pages : 287 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Using Apps for Learning Across the Curriculum by : Richard Beach

Download or read book Using Apps for Learning Across the Curriculum written by Richard Beach and published by Routledge. This book was released on 2014-10-17 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can apps be used to foster learning with literacy across the curriculum? This book offers both a theoretical framework for considering app affordances and practical ways to use apps to build students’ disciplinary literacies and to foster a wide range of literacy practices. Using Apps for Learning Across the Curriculum presents a wide range of different apps and also assesses their value features methods for and apps related to planning instruction and assessing student learning identifies favorite apps whose affordances are most likely to foster certain disciplinary literacies includes resources and apps for professional development provides examples of student learning in the classroom A website (www.usingipads.pbworks.com) with resources for teaching and further reading for each chapter, a link to a blog for continuing conversations about topics in the book (appsforlearningliteracies.com), and more enhance the usefulness of the book.

Learn to Write Your First Pong Game

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781515274919
Total Pages : 86 pages
Book Rating : 4.2/5 (749 download)

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Book Synopsis Learn to Write Your First Pong Game by : Hobbypress

Download or read book Learn to Write Your First Pong Game written by Hobbypress and published by Createspace Independent Publishing Platform. This book was released on 2015-08-03 with total page 86 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using Stencyl, you will learn how to make a basic pong game with this book and the free resources that come with it. Give yourself a strong head start in computer game design with our Game Programming Starter books, which are published fresh in 2015. Through these books you will learn how computer games work and how simple games may be created using ready-made resources and modern drag-and-drop game engines. This book focuses on pong game creation using Stencyl. We assume you are totally new to game programming. To make things easy for you, we use simple language throughout the book. And we simplify many of the technical terms into something more straight forward and human friendly. Many trade jargons are intentionally skipped. TOC: LICENSE AGREEMENT 4 LIMITATION OF LIABILITY 5 ABOUT THE STARTER SERIES 6 BASIC REQUIREMENTS 7 LEARNING GOALS 9 THE TARGET PLATFORM 10 TOOLS AND RESOURCES 11 LESSON 1 - THE CONCEPT OF OBJECTS AND LAYERS 14 LESSON 1 CON'T - OBJECT INTERACTION 18 LESSON 1 CON'T - CREATING NEW ACTORS 19 LESSON 1 CON'T - BACKGROUND AND SCROLLING 26 LESSON 1 CON'T - TILESETS 30 LESSON 1 CON'T - FREE ARTWORKS 33 LESSON 1 CON'T - SCALING IMPORTED ARTWORKS 34 LESSON 2 - THE CONCEPT OF ON SCREEN COORDINATES 35 LESSON 2 CON'T - SCENE AND BOUNDARIES 38 LESSON 2 CON'T - LAYERS AND SCROLL FACTORS 40 LESSON 3 - ACCEPTING USER INPUT 41 LESSON 3 CON'T - PROCESSING USER INPUT 44 LESSON 3 CON'T - BEHAVIORS 48 LESSON 3 CON'T - OBJECT INTERACTIONS 50 LESSON 3 CON'T - PLAYING SOUND EFFECT 56 LESSON 3 CON'T - TESTING & COMPILING THE GAME 60 SAMPLE SET 1 63 SAMPLE SET 2 79 WHAT IS NEXT? 83