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International Journal of Research in Information Technology (IJRIT)

www.ijrit.com ISSN 2001-5569

Learn Programming through Gaming

Hiren Gala1, Viren Raval2,Siddhesh Naik3 and Pratik Shah4 and Renuka Nagpure5

1BE-INFT(PURSUING), Atharva College of Engineering, Mumbai University Mumbai, Maharashtra, India

[email protected]

2 BE-INFT(PURSUING), Atharva College of Engineering, Mumbai University Mumbai, Maharashtra, India

[email protected]

3 BE-INFT(PURSUING), Atharva College of Engineering, Mumbai University Mumbai, Maharashtra, India

[email protected]

4 BE-INFT(PURSUING), Atharva College of Engineering, Mumbai University Mumbai, Maharashtra, India

[email protected]

5 Professor at Atharva College of Engineering, Mumbai University Mumbai, Maharashtra, India

[email protected]

Abstract

Educational computer games studies experienced rapid growth due to the belief that games can offer various learning benefits being highly popular among younger generations. Programming is considered a challenging subject by students and teachers, consequently students feel student’s motivation and learning perceptions towards Programming. It is important to know how educational games can help to enhance our of the reference indicated that most students had encouraging positive attitudes and were more motivated to learn Programming using games compared to conventional methods. So we make a pilot application that could help students from the undergraduate level learn and use at the same time, HTML language. HTML is selected in the scope considering the development efforts and the complexity of the implementation. In order to achieve the best scalable yet visual appealing UI/UX we chose HTML programming.

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1. IntroductionIntroductionIntroductionIntroduction

It all started with LOGO. If you don't remember making this little turtle crawl around and draw stuff, then your childhood wasn't complete. In fact, you should probably go back and do it now. Seymour Papert, a researcher at MIT, reasoned that children could learn programming more easily if they were given a fun

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programming environment to play around in. This was so successful in the case studies he observed that he was forced to develop an explanation. He called his theory of learning 'constructionism' (because the student can construct their own knowledge by experiment). This spawned a genre of software toys designed to teach programming (all after my time, unfortunately). Toys like Alice, Greenfoot, RoboMind, GameStar Mechanic (my favorite), and Scratch (the most popular). Even Lego's robotics platform, Lego Mindstorms is an extension of the ideas Papert outlines in his books 'Mindstorms' and 'The Children's Machine' and is perhaps the most faithful to them.

2. Features and Functionality

2.1.1 Learning Module

To be implemented using Content Management System and Document Keeping Techniques. Will have different concepts of Learning Systems like Feedback Extraction, Fusion Models to be implemented.

2.1.2 Game Module

Game module using CSS and HTML5 animations, helping to create an arcade board layout. It also includes a live board that can be changed on the fly to be able to render the code that is been sent by the Dashboard

2.1.3 Dashboard

HTML editor workspace, allows you to add your html code that is rendered directly on the Game module once saved. This overall completes the project that helps students learn html in a more interactive way.

2.1 Problem statement 2.1 Problem statement 2.1 Problem statement 2.1 Problem statement

Identifying the students with the difficulty in learning the programming subjects at an initial level is a very difficult task. Moreover, when the students have been fresh from school, often they're daunted with core programming subjects either then they fail or they have weak basics as they did just to pass the examination. To handle this issue, we plan to develop an arcade game, where the students can learn programming to games. For that reason, this study aims to suggest the potential techniques in Game Theory and Learning Systems for knowledge forecasting. Those potential techniques can be embedded with existing learning systems applications in order.

2.2 2.2 2.2

2.2 Process ModelProcess ModelProcess Model Process Model

We are implementing the Iterative and Incremental Process Model. Iterative and incremental development is an essential part of the Rational Unified Process (an iterative software development process framework created by the Rational Software Corporation, a division of IBM), Extreme Programming and generally the various agile software development frameworks. It follows a process similar to the plan-do-check-act cycle of business process improvement. We are implementing this process model because of the following specifications defined by the process model

Any difficulty in design, coding and testing a modification should signal the need for redesign or re-coding.

Modifications should fit easily into isolated and easy-to-find modules. If they do not, some redesign is possibly needed.

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Fig 1. Process Model

Modifications to tables should be especially easy to make. If any table modification is not quickly and easily done, redesign is indicated.

Modifications should become easier to make as the iterations progress. If they are not, there is a basic problem such as a design flaw or a proliferation of patches.

Patches should normally be allowed to exist for only one or two iterations. Patches may be necessary to avoid redesigning during an implementation phase.

The existing implementation should be analyzed frequently to determine how well it measures up to project goals.

Program analysis facilities should be used whenever available to aid in the analysis of partial implementations.

User reaction should be solicited and analyzed for indications of deficiencies in the current implementation.

3. Proposed System

Fig. 2 Block Diagram

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3.1 DETAILS OF H/W & S/W 3.1.1 Platform to be Used

We plan to develop the application as a web based application. Therefore after doing survey in terms of the technical feasibility and different technologies, we selected HTML5 and Angular JS framework for the development. We will develop the application using open source technologies thereby reducing the cost of the project. AngularJS is an open-source web application framework, maintained by Google and

community, that assists with creating single-page applications, one-page web applications that only require HTML, CSS, and JavaScript on the client side. Its goal is to augment web applications with model–view–

controller (MVC) capability, in an effort to make both development and testing easier.

3.1.2System Requirements:

3.1.2.1Hardware

Processor: Pentium Dual Core with 1.6 MHz or higher.

Memory: 512 MB RAM or higher.

HDD Storage: 4 GB or higher.

3.1.2.2 Software Angular PHP WAMP

3.1.3Workstation Requirements:

3.1.3.1 Hardware

Processor: Pentium III Processor with 1.6 MHz or higher.

Memory: 256 MB RAM or higher.

HDD Storage: 4 GB or higher.

3.1.3.2Software Any Operating System Web Browser (any) 4. Conclusion

By knowing the problems and requirements required by the students, a system is successfully designed. Development of the system will be based on problems be addressed and which can meet the needs of the students. Apart from the analysis of problems and research needs, objectives and scope project was set to give a preliminary and a more functional clearly to ensure the smooth running of the system has been designed.

However, the development of more effective systems should be based on objectives and scope of the project was determined. Overall, this document describes the early stages carried out before a more thorough study done to implement this system.

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5. Refrences

1. Cagin Kazimoglu*, Mary Kiernan, Liz Bacon and Lachlan MacKinnon (2012), Learning Programming at the Computational Thinking Level via Digital Game-Play

2. M. Guzdial. (2011). A Definition of Computational Thinking Available : http://computinged.wordpress.com/2011/03/22/a-definition-of-computational-thinking-from-jeanette-wing/

3. J. M. Wing Computational thinkin Communications of the ACM, 49(2), pp. 33-35, 2006.

4. J. M. Wing, Computational thinking and thinking about computing, Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences, vol. 366, pp. 3717-3725, 2008

References

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