Posts tagged: Logo

CSTA Publishes Educational Game Programming Article

I opened the mail today to find the latest issue of CSTA Voice, a quarterly for members of the Computer Science Teachers Association. Late last year Dr. Chris Stephenson, Executive Director of CSTA, and Pat Phillips, Editor of CSTA Voice, arranged to reprint my article, “Programmed to Learn.” The article focuses on using Logo, Scratch, and Alice for teaching STEM topics. The article first appeared in TechEdge, the journal of the Texas Computer Education Association. The article will be printed in three parts in CSTA Voice.

The Computer Science Teachers Association is funded in part by the National Science Foundation. Below is the introductory paragraph from their website, explaining their raison d’être:

The Computer Science Teachers Association is a membership organization that supports and promotes the teaching of computer science and other computing disciplines. CSTA provides opportunities for K-12 teachers and students to better understand the computing disciplines and to more successfully prepare themselves to teach and learn.

The first part of my article, appearing in the March 2008 issue of CSTA Voice, focuses on the programming language Logo and the Logo Foundation at MIT.

Programming a New AquaMOOSE? Virtual Real Worlds Using MellaniuM & Unreal 2

The famous AquaMOOSE study came out of Georgia Tech a few years back, led by Amy Bruckman. High school students were exposed to a game developed by the team focusing on three-dimensional mathematics (think of Logo, only in 3-D). However, the students had high expectations going into the study, and were disappointed with the graphical sophistication of the home-brewed software. Since then, and maybe because of Team Bruckman’s findings, educational gaming research seems to have shifted more to examining pedagogical potentials within existing products.

On many levels, this makes sense. When one considers the multi-person staffs, high dollar budgets, and extended timelines for creating top notch videogames, replicating that level of sophistication becomes problematic on the typical budgetary levels professors are used to winning in grants. Big grants offer a nice exception to this rule. Even then, the funds may run out, as we saw earlier this year when Castronova over at Indiana was forced to pull the plug on Arden, his ambitious Shakespearean-themed VW.

So existing game engines are hot, especially for serious game development. Appropriate the engines already developed and focus on the pedagogy … this seems to be a guiding principle. Fortunately, folks are out there working to help us utilize some of the state of the art platforms for business and educational purposes.

I spoke via e-mail recently with Joe Rigby, over at MellaniuM, who offers a look into his company’s product that allows highly detailed representations of real world objects created in AutoCAD to be exported into the Unreal 2 engine. Elaine has written an excellent entry in which she explores the product and interviews Rigby. The video Rigby has shows things like a World War II Spitfire, half in shadow, half in light; a motorcycle with multi-spoke wheels (each spoke standing out in detail); and a horse-drawn carriage that looks incredibly detailed.

The product highlights the notion of “virtual real worlds,” where users can explore realistic representations of locations that exist now, in the past, or in imagination. Training or exploration within such environments may be advantageous to police teams learning to deal with emergency situations; military groups learning urban warfare; and college students interested in exploring architecture, archaeology, or historical contexts.

Details within virtual real worlds can be extremely important, and products such as MillaniuM’s offer tantalizing possibilities to programmers.

References:
Elliott, J., Adams, L., & Bruckman, A. (2002). No magic bullet: 3D video games in education. Proceedings of ICLS 2002. Seattle, Washington, October 2002. [Online]. Available: http://www.cc.gatech.edu/~asb/papers/aquamoose-icls02.pdf

CSTA Newsletter Picks Up “Programmed to Learn”

I wrote in September of my article in TechEdge, “Programmed to Learn,” about using Logo, Scratch, and Alice for educational purposes. Dr. Chris Stephenson, Executive Director of the Computer Science Teachers Association, indicated CSTA is interested in reprinting the article in the CSTA Voice newsletter, edited by Pat Phillips. This is quite an honor, as CSTA is a tireless advocate of computer science education. Their site is chock full of useful resources, and well worth a visit.