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Submission + - Teach Our Kids to Code (wired.com)

the agent man writes: WIRED Magazine is exploring how early kids should learn to code. One of the challenges is to find the proper time in schools to teach programming. Are teachers at elementary and middle school levels really able to teach this subject? The article suggests that even very young kids can learn to program and list a couple of early experiments as well as more established ideas including the Scalable Game Design curriculum. However, the article also suggests that programming may have to come at the cost of Foreign language learning and music. Judging by the comments this idea is not so well received.

Comment Re:pi (Score 1) 68

This makes NO sense for kids in classrooms. Without the ability to run silly but required pieces of software (including the new US testing SW) and Wifi students would need a Raspberry Pi IN ADDITION to some Mac or PC. Quite simply, this is not going to happen because it would mean schools would have to spend more without getting more.

Comment Re:Let them teach themselves. (Score 1) 138

No, lets not because this turns out to be a bad idea and we have data for this. The self teaching route reaches only an incredibly small percentage of kids. More importantly, our data suggests that we can and SHOULD expose kids to computational thinking/CS/Programming at school as early as elementary school level because they actually enjoy it and it helps them with other school topics. By doing so we find that many students, particularly girls and underrepresented students, will get interested in the topic but without the "forced" school exposure they would have never considered exploring this topics by themselves. In many cases we find that not only are they getting interested in CS but actually open up more generally to school. Some of that data here: http://scalablegamedesign.cs.colorado.edu/gamewiki/images/c/c7/One_Pager_CE21_CT4TC.pdf

Comment help them building 3D games (Score 1) 265

We have been helping running computer clubs for about 20 years and have documented the things that work and don't. Creativity and ownership are key. Simply hacking Java code will go nowhere. Have them build games where they can also build their own 2D/3D artwork. Use tools like AgentSheets and AgentCubes that include powerful 2D/23D authoring and end-user debugging tools to motivate them and help with the programming. Otherwise, as you already see, you will quickly loose your audience.

Here is some research data: http://scalablegamedesign.cs.colorado.edu/gamewiki/images/4/44/Will_It_Stick-submit_CR.pdf

AgentCubes in action: http://www.youtube.com/watch?feature=player_embedded&v=2GWcb3aG2w0

Better Idea: Forget computer clubs! If your goal is to expose students to computer science then the computer club idea goes nowhere. This is not an opinion. We have the data. You will get few girls, rarely any minority students and the overall percentage of students participating is dismal. Try the Scalable Game Design curriculum http://scalablegamedesign.cs.colorado.edu/ You can have your teachers do this and expose nearly 100% of the students at just about any middle schools or high school. With this strategy we get ~300 students per school and year instead of the ~15 computer club ones.

Submission + - The Sustainability of CS Education Through Game Design

the agent man writes: Researchers at the University of Colorado have been running the worlds largest study exploring how to integrate computer science education through game design in public schools. Over 10,000 students (45% women) from some of the most diverse, most isolated, toughest and poorest schools in the USA participated in making games and STEM simulations. The researchers have developed a strategy to reach an extraordinarily high percentage of students by making game design based computer science education part of existing “computing” middle school courses. Sadly these courses typically focus on rather boring topics such as keyboarding and gaining Microsoft Office skills. Instead of just exposing a handful of self-selected students in after school programs the curriculum called Scalable Game Design exposes a large number of students (in some middle schools 350 students per year, per school) to computer science. The focus of the paper presented at the 2013 SIGCSE conference and part of the National Science Foundation showcase is the exploration of sustainability. If federal grants are used to train and support teachers, how likely will it be for schools participating in the research to continue or even move beyond the goals of the training once the support stops? How many of the schools start with game design and later manage to transfer these skills to STEM simulation creation? The data collected over a period of four years and with more than 10,000 games and simulations produced by students suggests that 81% of schools have advanced beyond the basic requirement. That is, teachers and students have created more, and in most cases more advanced, games and simulations than they were trained to do. Researchers also analyzed motivational and skill data to investigate interaction between pedagogy and motivation relevant to broadening participation and to look for evidence of transfer between game design and science simulation creation. Scalable Game Design is based on the AgentSheets and AgentCubes game design and simulation creation tools.

Comment localized lessons and 3D creativity (AgentSheets) (Score 1) 185

One can argue about the value of localized languages. For instance the localization of Pascal as educational programming language into German and French turned out to be a big flop. Of course GUI components of some IDE probably need to be localized. AgentSheets is localizable and has been localized in a number of languages but not Dutch. Even more important is the localization of tutorials. You can find some here: http://scalablegamedesign.cs.colorado.edu/wiki/Frogger_Design

There is a mix of native localization (good) and Google translated ones (not so good).

The other point is that perhaps your daughter just is not excited about the making simple 2D animations and would like to make complete 3D games including 3D characters that she can create? You may want to give AgentCubes a chance: http://www.youtube.com/watch?v=2GWcb3aG2w0&feature=player_embedded

This runs as desktop application or in browsers via HTML5 (no Flash no Java) site even on cheap $200 Chromebooks.

Comment LEGO Star Wars versus LEGO (Score 1) 245

A big point was made about creativity and the passion of experienced programmers. Then 40 students were recruited (how?) for an experimental study and given one hour to poke around in Java code. I don't quite see how the observations made can be interpreted as compelling evidence for the conclusions reached. Where exactly was the creativity? The game seems more like LEGO Star Wars, as opposed to just regular LEGO, with all the pieces are given. Could they make their own characters from scratch? It did not seem so.

Comment USA = World? (Score 0, Troll) 198

This idea that USA = World is really getting old. Yes, he was a great guy. I am sad he is gone but "arguably the world's most famous film critic"! What does that even mean? In how many of the 200 countries was he known? Are you following the international scene of film critics really closely and keeping score? Would it be really horrible to just say something like "arguably the USA's most famous film critic"

Comment AgentCubes (draw 2D, turn into 3D) (Score 2) 218

AgentCubes/Inflatable Icons allows you do create 3D shapes very quickly with no 3D modeling background. Paint images in 2D and turn into 3D. You indicated that you are struggling with 3D tools such as Blender and even Sketchup. I guess I don't know what kinds of shapes and what kind of quality of 3D shapes you have in mind. We have been exploring for some time why many people have problems using these kinds of tools. The short answer is that these tools are aimed at typically professional 3D designers or, more generally, at people with a lot of time at their hands to learn an interface with a steep learning curve. If your goal is to produce 3D shapes of the Pixar level quality then there just is not way around these kinds of tools. If, on the other hand, you just need to build very simple shapes that you can produce in, say, a couple of minutes, and maybe print that on a 3D printer then perhaps Inflatable Icons may do the trick.

A benchmark with Inflatable Icons was that if it takes more than a minute to explain how to make a 3D shape it is too complex. The idea is to make casual 3D tools. We have tested this with many kids and it works great. The short version of the concept is that practically all 3D tools work on the "First Shape then Paint" while we have flipped this around to be "First Paint then Shape" You are basically drawing a 2D image first using a Photoshop-like editor. Then you use tools including inflation to turn then 2D image into a 3D shape.

video: http://www.youtube.com/watch?v=2GWcb3aG2w0&feature=player_embedded

sample Inflatable Icons (you can even edit them in the browser): http://scalablegamedesign.cs.colorado.edu/arcade/

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