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This guide has been designed to help teachers and instructors of grades
7-12 to integrate
Your opinion, suggestions and comments are highly appreciated.
OverviewC-jump is a ski and snowboard racing game, designed to make students experience dynamics of a programming language. Players learn bits of programming by looking at the computer program and make decisions about the outcome of particular statements on the board.
Humans learn by doing. Book-reading and class-taking helps. However, having
some understanding beforehand makes it easier to follow. Playing Games are fun, because they begin with a mystery. You think it should do something, but instead it does something else. In software world, every line of code in a computer program may look confusing to a beginner programmer. Beginners don't have the vision they will develop later to see true program dimensions, such as the space of executed lines, the data structure, the memory management, the interaction with foreign code, the code that is risky, and the code that is simple.
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Materials And Supplies
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Tutorial Lesson OneIntroduction to basic rules of c-jump
Prior to playing the game, an instructor should introduce basic
The teacher begins this tutorial by opening
The teacher opens next section of the tutorial for
Next, the teacher opens tutorial section named
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Student Activity OnePlaying c-jump for the first timeThe Task:
To become familiar with The Process:
Divide students into groups of 3 to 4 players. Each student chooses the color
of the game piece. For simplicity, students should begin their first game using
one skier for each player. Allow each group to choose a volunteer student to
look up
One
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Tutorial Lesson TwoIntroduction To Arithmetic and Conditional Statements
The teacher keeps on presenting the topics of
The teacher opens tutorial section
The teacher opens and introduces the students to the following sections of the tutorial:
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Student Activity TwoPlaying c-jump with two piecesThe Task:At this stage students can start playing with multiple skiers. With two skiers of the same color, players can choose which of the skiers to move. Remind the students that it is best to keep alternating the movement of both skiers, thus reserving the right of better choice for the move for as long as possible. The Process:Repeat another game session with two skiers per player. Let students verify correctness of each others' moves according to the rules of the arithmetic statements. The Grading:A+After the game each student can make either brief oral presentation, or submit a short written paragraph about arithmetic calculation required by a particular move and its impact on player's experience.
Students are graded on accuracy of their understanding of
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Tutorial Lesson ThreeConditional statements if-elseThe teacher opens tutorial section about "if" conditional statements and explains their rules to the students:
Next, the teacher opens tutorial introduction of else clause of the conditional statement and explains its rules to the students:
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Student Activity ThreePlaying c-jump with strategy to explore conditional statementsThe Task:Students should continue playing the game with multiple skiers. New strategy is to play with the purpose of visiting locations of if and else statements as often as possible. Each player keeps own score and collects one point every time the condition is true when the move begins at the if square on the board. A player with the highest score wins. The Process:Repeat another game session with two skiers per player. Let students verify correctness of each others' moves according to the rules of conditional statements. The Grading:A+
After the game each student can make either brief oral presentation, or submit
a short written paragraph about the Students are graded on accuracy of their description of conditional statements.
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Tutorial Lesson FourAn overview of the switch statement
Continue using The teacher opens tutorial section named switch and explains the following rules to the students:
Next, the teacher opens tutorial section for the break statement and explains the following rules to the students:
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Student Activity FourPlaying c-jump with strategy to explore the switch statementThe Task:Students should continue playing the game with multiple skiers. New strategy is to play with the purpose of visiting the location of the switch statement as often as possible. Each player keeps own score and collects a number of points rolled on the die when the skier moves from the switch square on the board. A player with the highest score wins. The Process:Repeat another game session. Let students verify correctness of each others' moves according to the rules of the switch statement. The Grading:A+After the game each student can make either brief oral presentation, or submit a short written paragraph about switch statement and its impact on player's experience.
Students are graded on accuracy of their understanding of
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Tutorial Lesson FiveAn overview of the while loopThe teacher opens tutorial section demonstrating the while loop and explains the following rules to the students:
Next, the teacher opens tutorial section for the continue statement and explains the following rules to the students:
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Student Activity FivePlaying c-jump with strategy to explore loopsThe Task:Students should continue playing the game with multiple skiers. New strategy is to play with the purpose of visiting while loops as often as possible. Each player keeps own score and collects one point every time the condition is true when the move begins at the while square on the board. A player with the highest score wins. The Process:Repeat another game session. Let students verify correctness of each others' moves according to the rules of the while statements. The Grading:A+After the game each student can make either brief oral presentation, or submit a short written paragraph about one particular while statement on the board and its impact on player's experience.
Students are graded on accuracy of their understanding of
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Tutorial Lesson SixAn overview of the return statementThe teacher opens tutorial section named return and explains the following rules to the students:
Next, the teacher opens tutorial lesson for Finishing The Game and explains the following rules to the students:
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Student Activity SixPlaying c-jump with strategy to explore the return statementThe Task:Students should continue playing the game with multiple skiers. New strategy is to play with the purpose of visiting the return x; statement. Each player keeps own score and collects a number points rolled on the die when the skier moves from the return x; square on the board. Player with the highest score wins. The Process:Repeat another game session. Let students verify correctness of each others' moves according to the rules of the return statement. The Grading:A+After the game each student can make either brief oral presentation, or submit a short written paragraph about the return statement on the board and its impact on the outcome of the game.
Students are graded on accuracy of their understanding of
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Tutorial Lesson SevenAn overview of the goto statementThe teacher opens tutorial section for goto statement to discuss the following topics:
Programmers avoid using goto statement in their work, since programs would quickly become hard to understand and maintain. In the game, the goto statement changes position of your skier from better to worse, so you should avoid it, too! Although goto statements are rare in modern programs, they still have their use. In some cases, they can increase the speed of execution, which is important for computer hardware. In other cases, goto can simplify a way of exiting from some deeply nested loops, for example, if a critical error occurs.
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Tutorial Lesson EightOpen Discussion About The GamePlaying a game with friends brings up the subject of teamwork. As a team, we must
Multiple players with multiple pieces bring concurrency to the game. Players that keep moving one piece soon discover that they have to implement better scheduling and synchronization to the algorithm of moving the skiers. This reminds me of the deadlock and starvation. Deadlock is the inability to proceed because of improper synchronization or resource demands. Starvation is the failure to schedule a component properly. Concurrency leads to performance. Performance is a part of usability, and often it must eventually be considered more carefully. The key to improving performance of a very complicated system is to analyze it well enough to find the bottlenecks.
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ConclusionWhat software professionals do is not for everybody. You should go into something you dream about and you love, because you will learn it much quicker. You start small and then spend lifetime learning. Unfortunately, people often misunderstand computer science as dry and impersonal area, requiring only technical skills. Contrary to that, computer science is not just about logical thinking. It is true that computers work according to precise rules. However, they consist of many pieces. The challenge lies in building and combining things together, which takes a lot of creativity. The pieces that don't exist must be designed, which requires innovation. Assembling the whole system needs teamwork. This process is as creative and human as writing poetry or composing music! |
Copyright
Copyright © 1997-2016 Igor Kholodov
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US Patent 6,135,451
© 1997-2016 Igor Kholodov. All rights reserved. This document is protected by International and US Copyright Laws. No part of this document may be reproduced in any form by any means without prior written authorization. The information described in this document is protected by one or more U.S. patents, foreign patents, or pending applications. |