Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming
©2018 |Pearson | Available
Wanda P Dann, Carnegie Melon Unviersity
Don Slater, Carnegie Mellon University, Carnegie Mellon University
Laura Paoletti, Carnegie Mellon University
Dave Culyba, Carnegie Mellon University
©2018 |Pearson | Available
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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 students 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. Students are invited to step into the world of creating 3D animations through chapters that present programming concepts with hands-on examples. Throughout the text, students 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.
About the Book
A unique teaching approach supports student development
Pedagogic features enhance understanding
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
Instructor Solutions Manual for Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming
Dann, Slater, Paoletti & Culyba
©2018
Presentation PowerPoints for Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming
Dann, Slater, Paoletti & Culyba
©2018
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Dann, Slater, Paoletti & Culyba
©2018  | Pearson
Format | Electronic Book | |
ISBN-13: | 9780137561605 | |
Online purchase price | $39.96 | Students, buy or rent this eText |
Availability |
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Dann, Slater, Paoletti & Culyba
©2018  | Pearson  | 512 pp
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