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Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming, 1st edition

  • Wanda P. Dann
  • Don Slater
  • Laura Paoletti
  • Dave Culyba
Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming

ISBN-13: 9780136156741

Includes: Paperback

1st edition

Published by Pearson (February 23rd 2017) - Copyright © 2018

Free delivery
$113.32 $90.66
Free delivery
$113.32 $90.66

What's included

  • Paperback

    You'll get a bound printed text.

Overview

For courses in Introductory Programming for Java and Alice

 

Learn programming basics in a creative context that’s more engaging and less complicated

Taking a computer programming course can be challenging, time-consuming, and downright frustrating–but there’s a better way. Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming, First Edition introduces readers to programming in a creative context that’s more engaging and less complicated, while still covering all the essential concepts you’d expect to see in an introductory programming course. Readers are invited to step into the world of creating 3D animations through chapters that present programming concepts with hands-on examples. Throughout the text, readers create a short story or game centered on Lawrence Prenderghast’s Haunted Circus, a story by Laura Paoletti. Students bring the story to life through projects and exercises using Alice, an animation tool similar to professional software used by studios like Pixar and DreamWorks. Later in the book, students may apply what they’ve learned in Alice to using Java, a professional, production-level programming course.

Table of contents

Prologue: Lawrence Prenderghast’s Haunted Circus

 

Episode 1. March 1, 1910: Larry

 

1. Introduction

2. Design

3. Implementation in Alice

4. Implement and Test

 

Episode 2. The Train Engine

 

5. Procedures, do together, and Count Loops

 

Episode 3. The Tunnel

 

6. Stepwise Refinement and Inheritance

7. Implementation in Java

8. Importing: Alice 3 to Java and Code

 

Episode 4. The Forest Cabin

 

9. Code Reuse, Parameters, Data Types, Variables, and Arithmetic Expressions

10. Java: Parameters, Data Types, Variables, Expressions, and Loop Control

 

Episode 5. The Ringmaster Coat

 

11. Interactivity with Events, If/Else, Conditions, and Built-in Functions

 

Episode 6. March 1, 1910: Nicholas

 

12. Custom Functions, While Loops, Random Values, Input, and a Game Algorithm

 

Episode 7. March 1, 1910: Esther

 

13. Built-in Arrays, Poses, More Events, and Interactive Controls

 

Episode 8. March 1, 1910: Adelaide

 

14. Custom Arrays and Functions

15. Java: Custom Arrays and Sort

 

Episode 9. March 1, 1910: Gideon

 

16. Event-Driven Programming and Advanced Game Controls

 

Epilogue

Epilogue Capstone Project

Index

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