![]() ![]() These are applied to the ‘Ceebot’ animated 3D learning environment. Here, ethnographic approaches used for the requirements engineering of computing systems are combined with questionnaire-based feedback and skill tests. A review of literature reveals a compelling case for using mixed-methods approaches when evaluating technology-enhanced-learning environments. (I know I could easily learn how to play the game by looking at any basic guide to Ruby I'm just demonstrating how it feels for a person without any experience.A mixed-methods approach is evaluated for exploring collaborative behaviour, acceptance and progress surrounding an interactive technology for learningĬomputer programming. * "I can also guess based on previous knowledge that indentation probably means something in Ruby, so I'll try indenting things."Īnd that's about as much guessing as I feel like doing for a game, and I'm still on level two. * "I don't know how to use if/else in Ruby, but I can guess that I just type 'if' and 'else', because Ruby has a reputation for simplicity." * "Oh, maybe I need the exclamation point that previously looked to me just like punctuation, because I know that code is precise about punctuation like that." * "Oh, right, I remember based on previous knowledge that "#" means comment, so I should remove that part too." * "I don't really know what call means in this context, but based on previous knowledge, I'm guessing I should replace the example words with that." I have almost no programming experience, and this game expects you to know quite a bit about programming conventions. I think a stripped down MMO like this could be the perfect environment to foster creativity/learning. ![]() You could have an exam in the game where players showcase what they've developed and culminate with an all-class battle. Show how items disappear from the game world on reboot and how to serialize the game objects. You could leave the server running 24/7 so players could play/develop/hangout together. Teach students how to write their own spells in the game with delays and different damage types which exposes them to simple if/else logic, timers, enums, etc.Īdvance to creating your own monsters and NPCs that respond to player speech which teaches state/simple AI/string manipulation. Show the inheritance hierarchy where 'Uber Sword' inherits from 'Sword' which inherits from a base class 'Weapon'. You could start off small as I did by just teaching students how to create items in the game. I've always thought you could craft a curriculum around developing for the emulator. Running an Ultima Online server with an emulator called RunUO was a fantastic learning tool for me in high school. ![]() It's not really directly about programming, more of a puzzle game really, but I feel like it uses the same part of my brain that programming does and it'd be a good way to get people into the coding mindset. Also the visual style of that game is just incredibly charming, far cry from the aesthetic of most modern AAA games.Īnother worthy mention is SpaceChem, a game that revolves around bonding elements together using a deceptively sophisticated visual programming language. People have gotten incredibly creative with those tools, going so far as to build everything from custom games to ray tracers in it. In LBP2, the developers embraced that side of the game by adding proper logic gates which could be packed into microchips, objects that allowed creators to read raw button inputs from the controller, and so on. The first game in the series allowed users to create their own platforming levels using simple but powerful tools, which more talented creators used to build things like physical logic gates that allowed for more interactive creations. ![]() I'd like to throw in a mention for LittleBigPlanet 2 on the PS3 as well. ![]()
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