[game_edu] Brenda Braithwaite's game_edu rant at GDC
Johnnemann Nordhagen
jnordhagen at gmail.com
Tue Mar 8 13:17:53 EST 2011
Actually, if programming were a game, it would be SpaceChem:
http://www.spacechemthegame.com/
I have no idea how good it would be at teaching the concepts of
computational thinking, but as a programmer, it captures a lot of what I do
all day. I recommend trying it out, and perhaps showing it to students.
Johnnemann
On Tue, Mar 8, 2011 at 7:57 AM, Ian Schreiber <ai864 at yahoo.com> wrote:
> I agree that it's "computational thinking" more than computer science which
> is key here. (And yes, designers should also understand something of art,
> audio, QA, etc., but design is most strongly linked to code since it is code
> that implements the design.) Maybe that's the key: how to teach
> computational thinking before you teach actual programming?
>
> This is the problem I've run into whenever considering a game programming
> textbook or class. Learning programming is "hard fun" which means it is in
> danger of crossing the line to "frustrating to the point of giving up
> forever." If it were made into a game, it would be like an old-school
> puzzle-based adventure game, where you have to know what to do in order to
> proceed, and if you can't solve a given puzzle then you're stuck forever.
>
> Except in a way, it's worse than adventure games, because you can't just
> look up the answer on GameFAQs. Even if I give you, say, a programming
> challenge that forces you to use 1d arrays... even if you "cheat" by looking
> up the correct source code to fulfill the requirements of that challenge, it
> won't really help you when we get to 2d arrays. You can't just memorize a
> puzzle solution, you have to really grok the concept.
>
> The most success I've had in teaching programming, is when I am interacting
> with students directly one-on-one. There are a seemingly infinite number of
> ways that students can misconceptualize a programming concept, so I have to
> sit there with them and do some puzzle-solving of my own, figuring out where
> their reasoning is flawed and then draw them over to a better way of
> thinking about a problem. This is hard, it's time-consuming, and (most
> importantly) it doesn't scale. I can't put myself in a book or a blog post.
> So coming up with a learn-it-yourself programming resource is an unsolved
> problem to me. (Even Brenda, as much as she might like the programming book
> she's working through, has John there to help if she gets stuck.)
>
> The more I think about it, I feel like computational thinking is a
> necessary 21st-century literacy skill, and that a student that reaches the
> college level without it is going to have a very hard time to begin with.
> Maybe the solution is to push this requirement down to the grade-school
> level, and start tightening admissions requirements accordingly. That
> doesn't solve the problem so much as it passes the buck to someone else,
> admittedly.
>
> Has anyone else out there found a way around this when teaching
> programming, some method or resource that lets students get past the
> stuck-points of learning core programming concepts on their own without
> needing a human mentor to walk them through? If so, how did you do it?
>
> - Ian
>
>
> ------------------------------
> *From:* Simon Etienne Rozner <infonaut at gameonaut.com>
>
> *To:* IGDA Game Education Listserv <game_edu at igda.org>
> *Sent:* Tue, March 8, 2011 6:02:11 AM
>
> *Subject:* Re: [game_edu] Brenda Braithwaite's game_edu rant at GDC
>
> I think that as many here already agree as well, that a more then just
> fundamental understanding of programming is a very good thing for a game
> designer. A CS degree is don't think is a nessecity but at least a
> theoretical understanding of the things a computer scientist deals with on
> an every day basis is by all means useful information. I teach courses both
> for CS students and Game design students ( art as well as technical oriented
> degrees) ( see the courses for BAGD and BSGD on the Digipen website). In
> those courses I teach a programing class oriented for game designers. The
> focus is on understanding logical thought and implementation processes that
> are directly as well as indirectly relevant to game design. On top of that I
> try to help the students to develop a feeling of what is possible to code
> given constraibts of time, manpower and money( that one in theory, since we
> don't have actual money in the classroom). It should help them to understand
> how an inefficient desig
> n affects the production, how to go about changing it to something that
> yields the same result but can be accomplished faster and easier and gain at
> the same time important foundation programmig skills to be able to create
> their own prototypes and simple games.
>
> Although I am not a programmer and come from an art background,
> understanding the limitations of the system i design on, the intricacies of
> code structures and logic flow of programs have been immensly valuable for
> me. I think it is a mistake for any aspiring gake designer or veteran to
> brush programing aside as unimportant and a waste of time. It is essential
> knowledge to our craft, but don't need to be computer scientists. We must
> well understand though what it is they do. On that note, you should also
> well understand what your artists do and everyone else on the team.
>
> On Mar 8, 2011, at 18:45, Mike Reddy <Mike.Reddy at newport.ac.uk> wrote:
>
> > I dabbled with a game programming summer course last year, and know that
> Ian Schreiber and I discussed him (us?) running a game programming summer
> course, building on his game design and game balance courses in previous
> years. Any designers reading this, or those who think that Brenda has a
> point, might consider setting aside a few hours a week for the Summer, if
> they want to dip into programming this year. Do you think that there would
> be interest in this?
> >
> > Personally, I think that comments about systems thinking and the
> creativity of constraint are excellent enablers.
> >
> > Mike
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