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ALICE via INTERACTIVE GAME PROGAMMING

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Title: ALICE via INTERACTIVE GAME PROGAMMING


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
(No Transcript)
12
tinyurl.com/FluencyWithAlice
13
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.

14
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.

15
Workbook approach Tell Show - Do
16
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.

17
Act 1 Alice Code
18
Debugging problem solving
19
Chapter 4 page example video
20
Embedded Flash videos
  • Simple as creating new method http//media.pearson
    cmg.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/

21
Programming Concepts Coverage
Fluency with Alice Chapters Programming Concepts Covered
All Program development cycle.
All Top-down design.
All Object-oriented objects, methods, functions properties.
2, 3 4 Application of decomposition principle.
3 4 Convert story ideas into algorithms, and algorithms into Alice statements.
3 4 Logical structure of algorithms.
2, 3 4 Decisions and flow of control.
2, 3 4 Debugging.
2, 3 4 Run, test, modify, run, test ? stepwise refinement.
22
Matching Textbook Workbook
Fluency with Alice Workbook Chapter Snyder Fluency with Information Technology, 3/e Programming Items

3 4 Names, values, and variables (local and global).
3 4 Data types, numbers, strings, Booleans.
3 Assignment.
3 Expressions operators arithmetic, relational, logical.
2, 3 4 Conditionals If/Else statements and flow of control, compound If statements.
All, but focused in 4 Event-based programming Events, triggers and event handlers in an interactive environment.
All GUI is each Alice world.
All Methods, functions, properties.
Operator overloading (e.g., ).
3 Random numbers.
All Sequential processing Alice doinOrder.
All Concurrent processing Alice doTogether.
2, 3, 4 Iteration using loops and While.
4 Recursion.
3 4 Interaction programming using Alice objects.
23
Chs 1-3 The Story Board
24
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

25
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
    Peters reaction.

26
Act 1 Code
27
The Story for Chapters 1-3
  • Act 2 Peter warns Robin of threatening dragon.
    User gets to choose Peters fate
  • Peter lives (melts dragon goes off with Robin
    for a cup of tea) or Peter is toast (dragon fries
    Peter lunches with Robin).

28
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.

29
The Quest Pick up hint-objects find hidden
stuff
  • Set scene
  • Initial action just like Chapters 1 2.

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)

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).

32
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.

33
Demo of full user first person shooter control
34
While control for cursor search for moving to
target object
35
Recursive search for moving to target object
36
Setting up the event
37
Find fairy princess move with her
38
Fluency with Alice feedback
  • Alice first ? Alice placed in computer
    information technology text books.

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.

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 motivating using
    interactive game creation.

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 motivating using
    interactive game creation.
  • Workbook is free stands alone without the
    Fluency with IT book.

42
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.
  • Workbook is free stands alone without the
    Fluency with IT book.

43
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_at_snhu.edu
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