Designed as a one semester, Java textbook for beginning programmers, this book uses game programming as a central pedagogical tool to improve student engagement, learning outcomes, and retention. The game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming course and permits instructors who are not familiar with game programming to realize its pedagogical advantages. The book assumes the reader has no prior programming experience. Comprehensive companion files accompany the text with source code, projects, and figures from the text. The book is in compliance with the ACM/IEEE computer science curriculum guidelines, AP Computer Science courses, and the AP Computer Science A exam.
"synopsis" may belong to another edition of this title.
McAllister William :
William McAllister has taught a wide range of computer science courses that include basic programming, computer graphics, and data structures.
Fritz S. Jane :
S. Jane Fritz taught programming courses in BASIC, Visual Basic, Pascal, C, C++, and Java. She also co-authored several papers and gave a number of presentations at SIGCSE Conferences.
"About this title" may belong to another edition of this title.
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Paperback. Condition: New. This is a one-semester, introductory programming textbook in Java that uses game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retention. Game programming is incorporated into the text in a way that does not compromise the amount of material traditionally covered in a basic programming course and permits instructors who are not familiar with game programming and computer graphics concepts to realize the verified pedagogical advantages of game applications. The companion disc includes a game environment that is easily integrated into projects created with the popular Java Development Environments, including Eclipse, NetBeans, and JCreator in a student-friendly way and also includes a set of executable student games to peak their interest by giving them a glimpse into their future capabilities. The material presented in the book is in full compliance with the 2013 ACM/IEEE computer science curriculum guidelines. It has been used to teach programming to students whose majors are within and outside of the computing fields. Ancillaries include a comprehensive instructor's resource disc with programming solutions, slides, quizzes, projects, and more.Features:Uses an objects-early approach to learning JavaFollows the 2013 ACM/IEEE computer science curriculum guidelinesIntegrates game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retentionIncludes a companion disc with projects created with the popular Java Development Environments; also includes a set of executable student games, source code, and figuresUses working programs to illustrate concepts under discussionComplete instructor's resource package available upon adoption. Seller Inventory # LU-9781683920373
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