Author: Don Rauf
Publisher: 'The Rosen Publishing Group, Inc'
ISBN: 1725341107
Category : Young Adult Nonfiction
Languages : en
Pages : 66
Book Description
Twine is no longer just for knitting. This popular online creation software is widely used, both by both professionals and amateurs, to create fun, interactive storytelling games. Far beyond simply writing text, Twine gives users the tools necessary for developing their stories into full-fledged narratives. This book offers a series of captivating and accessible activities that highlight the unique functionality of the Twine software, including its supported programming languages. Coding knowledge has never been more important, and writing stories in Twine is the perfect gateway into the world of computer science.
Coding Activities for Writing Stories in Twine
Writing Interactive Fiction with Twine
Author: Melissa Ford
Publisher: Que Publishing
ISBN: 0134303105
Category : Computers
Languages : en
Pages : 836
Book Description
Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path. The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer. You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create! Get familiar with the popular Twine scripting program Learn how to design puzzles Build your own role-playing game with stat systems Maintain an inventory of objects Learn game design and writing basics Change the look of your story using CSS and HTML Discover where you can upload your finished games and find players
Publisher: Que Publishing
ISBN: 0134303105
Category : Computers
Languages : en
Pages : 836
Book Description
Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path. The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer. You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create! Get familiar with the popular Twine scripting program Learn how to design puzzles Build your own role-playing game with stat systems Maintain an inventory of objects Learn game design and writing basics Change the look of your story using CSS and HTML Discover where you can upload your finished games and find players
The Authoring Problem
Author: Charlie Hargood
Publisher: Springer Nature
ISBN: 3031052145
Category : Computers
Languages : en
Pages : 344
Book Description
Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Publisher: Springer Nature
ISBN: 3031052145
Category : Computers
Languages : en
Pages : 344
Book Description
Authoring, its tools, processes, and design challenges are key issues for the Interactive Digital Narrative (IDN) research community. The complexity of IDN authoring, often involving stories co-created by procedures and user interaction, creates confusion for tool developers and raises barriers for new authors. This book examines these issues from both the tool designer and the author’s perspective, discusses the poetics of IDN and how that can be used to design authoring tools, explores diverse forms of IDN and their demands, and investigates the challenges around conducting research on IDN authoring. To address these challenges, the chapter authors incorporate a range of interdisciplinary perspectives on ‘The Authoring Problem’ in IDN. While existing texts provide ‘how-to’ guidance for authors, this book is a primer for research and practice-based investigations into the authoring problem, collecting the latest thoughts about this area from key researchers and practitioners.
Coding Activities for Developing Games in Unity®
Author: Josh Romphf
Publisher: 'The Rosen Publishing Group, Inc'
ISBN: 1725341018
Category : Young Adult Nonfiction
Languages : en
Pages : 66
Book Description
Used by blockbuster game studios, indie developers, and computer science educators, the Unity Game Engine is one of the world's most popular tools for creating real-time interactive graphics. This volume provides an accessible introduction to the expansive Unity ecosystem through a series of unique activities that illustrate some of the important concepts of game development and real-time graphics programming. In a computer-driven world, these coding skills are useful for not just game development, but also contribute to core computer literacy.
Publisher: 'The Rosen Publishing Group, Inc'
ISBN: 1725341018
Category : Young Adult Nonfiction
Languages : en
Pages : 66
Book Description
Used by blockbuster game studios, indie developers, and computer science educators, the Unity Game Engine is one of the world's most popular tools for creating real-time interactive graphics. This volume provides an accessible introduction to the expansive Unity ecosystem through a series of unique activities that illustrate some of the important concepts of game development and real-time graphics programming. In a computer-driven world, these coding skills are useful for not just game development, but also contribute to core computer literacy.
Coding Activities for Developing Music with Sonic Pi
Author: Cathleen Small
Publisher: 'The Rosen Publishing Group, Inc'
ISBN: 1725341069
Category : Young Adult Nonfiction
Languages : en
Pages : 66
Book Description
Music used to be created in recording studios, first using analog tape and eventually moving to digital tracks. In the twenty-first century, musicians do not need a recording studio to create music; all they need is a computer and some passion. Those with an interest in coding and a talent for music can use Sonic Pi, a live coding environment based on the Ruby programming language, to create simple tunes or masterful compositions. This lively guidebook offers a series of unique activities, starting with live loops and progress to using envelopes and samples, to start readers on a musical coding journey.
Publisher: 'The Rosen Publishing Group, Inc'
ISBN: 1725341069
Category : Young Adult Nonfiction
Languages : en
Pages : 66
Book Description
Music used to be created in recording studios, first using analog tape and eventually moving to digital tracks. In the twenty-first century, musicians do not need a recording studio to create music; all they need is a computer and some passion. Those with an interest in coding and a talent for music can use Sonic Pi, a live coding environment based on the Ruby programming language, to create simple tunes or masterful compositions. This lively guidebook offers a series of unique activities, starting with live loops and progress to using envelopes and samples, to start readers on a musical coding journey.
Twining
Author: Anastasia Salter
Publisher: Amherst College Press
ISBN: 1943208255
Category : Computers
Languages : en
Pages : 432
Book Description
Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One of the few tools still focused on hypertext as a means for digital storytelling is Twine, a platform for building choice-driven stories without relying heavily on code. In Twining, Anastasia Salter and Stuart Moulthrop lead readers on a journey at once technical, critical, contextual, and personal. The book’s chapters alternate careful, stepwise discussion of adaptable Twine projects, offer commentary on exemplary Twine works, and discuss Twine’s technological and cultural background. Beyond telling the story of Twine and how to make Twine stories, Twining reflects on the ongoing process of making. "While there have certainly been attempts to study Twine historically and theoretically... no single publication has provided such a detailed account of it. And no publication has even attempted to situate Twine amongst its many different conversations and traditions, something this book does masterfully." —James Brown, Rutgers University, Camden
Publisher: Amherst College Press
ISBN: 1943208255
Category : Computers
Languages : en
Pages : 432
Book Description
Hypertext is now commonplace: links and linking structure nearly all of our experiences online. Yet the literary, as opposed to commercial, potential of hypertext has receded. One of the few tools still focused on hypertext as a means for digital storytelling is Twine, a platform for building choice-driven stories without relying heavily on code. In Twining, Anastasia Salter and Stuart Moulthrop lead readers on a journey at once technical, critical, contextual, and personal. The book’s chapters alternate careful, stepwise discussion of adaptable Twine projects, offer commentary on exemplary Twine works, and discuss Twine’s technological and cultural background. Beyond telling the story of Twine and how to make Twine stories, Twining reflects on the ongoing process of making. "While there have certainly been attempts to study Twine historically and theoretically... no single publication has provided such a detailed account of it. And no publication has even attempted to situate Twine amongst its many different conversations and traditions, something this book does masterfully." —James Brown, Rutgers University, Camden
Games
Author: Sandra Danilovic
Publisher: Emerald Group Publishing
ISBN: 1800435940
Category : Medical
Languages : en
Pages : 155
Book Description
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.
Publisher: Emerald Group Publishing
ISBN: 1800435940
Category : Medical
Languages : en
Pages : 155
Book Description
Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.
Proceedings of the 20th AsiaTEFL-68th TEFLIN-5th iNELTAL Conference (ASIATEFL 2022)
Author: Utami Widiati
Publisher: Springer Nature
ISBN: 2384760548
Category : Education
Languages : en
Pages : 796
Book Description
This is an open access book. AsiaTEFL - TEFLIN - iNELTAL Conference 2022 invites presentations of research and classroom-based articles, symposia and posters as well as conceptual ideas and best practices relevant to the topics of English language and its variety of aspects. Proposal submissions should be no longer than 250-word abstract and 60-word biodata, sent via our abstract proposal submission platform at the conference management system. The platform will require information of: first/given name, last/sur/family name, nationality, affiliation, title, and status of presenter (first, co-presenter, etc.). Notification of acceptance will be emailed on April 8th, 2022.
Publisher: Springer Nature
ISBN: 2384760548
Category : Education
Languages : en
Pages : 796
Book Description
This is an open access book. AsiaTEFL - TEFLIN - iNELTAL Conference 2022 invites presentations of research and classroom-based articles, symposia and posters as well as conceptual ideas and best practices relevant to the topics of English language and its variety of aspects. Proposal submissions should be no longer than 250-word abstract and 60-word biodata, sent via our abstract proposal submission platform at the conference management system. The platform will require information of: first/given name, last/sur/family name, nationality, affiliation, title, and status of presenter (first, co-presenter, etc.). Notification of acceptance will be emailed on April 8th, 2022.
Developing a Didactic Framework Across and Beyond School Subjects
Author: Søren Harnow Klausen
Publisher: Taylor & Francis
ISBN: 1003848850
Category : Education
Languages : en
Pages : 267
Book Description
Centred around a contemporary conception of Bildung, this book effectively demonstrates how the aims of cross- and transcurricular teaching can be reconciled, resulting in a didactic framework for teaching and learning in secondary schools that can be applied internationally. Chapters present a nuanced and unified approach to fusing theory and practice by offering accounts of some of the most promising teaching methods from leading scholars in the field of curriculum research. These methods include dialogic teaching or movement integration, transversal competences like digital or entrepreneurial thinking, and topics that call for crosscurricular approaches, like sustainability or citizenship. Addressing diverse worries and criticisms of crosscurricular teaching, the book includes international viewpoints and trends such sustainability, citizenship, and student motivation to present a comprehensive and systematic scholarly treatment of crosscurricular didactics within the classroom. It further addresses important challenges that have been widely ignored, like how to evaluate crosscurricular work. Ultimately, this volume makes a highly novel contribution to the field of crosscurricular didactics, and will be of interest to researchers, scholars, academics in the fields of secondary education teaching and learning, educational science, and curriculum design. Those interested more broadly in the theory of education will also find the volume of use.
Publisher: Taylor & Francis
ISBN: 1003848850
Category : Education
Languages : en
Pages : 267
Book Description
Centred around a contemporary conception of Bildung, this book effectively demonstrates how the aims of cross- and transcurricular teaching can be reconciled, resulting in a didactic framework for teaching and learning in secondary schools that can be applied internationally. Chapters present a nuanced and unified approach to fusing theory and practice by offering accounts of some of the most promising teaching methods from leading scholars in the field of curriculum research. These methods include dialogic teaching or movement integration, transversal competences like digital or entrepreneurial thinking, and topics that call for crosscurricular approaches, like sustainability or citizenship. Addressing diverse worries and criticisms of crosscurricular teaching, the book includes international viewpoints and trends such sustainability, citizenship, and student motivation to present a comprehensive and systematic scholarly treatment of crosscurricular didactics within the classroom. It further addresses important challenges that have been widely ignored, like how to evaluate crosscurricular work. Ultimately, this volume makes a highly novel contribution to the field of crosscurricular didactics, and will be of interest to researchers, scholars, academics in the fields of secondary education teaching and learning, educational science, and curriculum design. Those interested more broadly in the theory of education will also find the volume of use.
Teaching Games and Game Studies in the Literature Classroom
Author: Tison Pugh
Publisher: Bloomsbury Publishing
ISBN: 1350269735
Category : Education
Languages : en
Pages : 257
Book Description
Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.
Publisher: Bloomsbury Publishing
ISBN: 1350269735
Category : Education
Languages : en
Pages : 257
Book Description
Teaching Games and Game Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory but focuses on practical applications to develop students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.