Code Your Own Games!

SKU
036890
ISBN
9781454943136
Grade 1-6
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
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Description

Great for beginners or those slightly exposed to coding, this book teaches how to create 20 games through coding! The coding program used in this book is called Scratch, which is a kid-friendly coding program due to its simplicity. Each game includes step-by-step instructions with full-color illustrations. Younger users may need guidance as they start their coding journey. Projects gradually progress from beginner to advanced. By the end of the book, the user will have enough knowledge to create their own games! Uses the 3.0 version of Scratch.

Publisher's Description of Code Your Own Games!

Learn how to code your very own computer games using Scratch software. With easy-to-follow, illustrated step-by-step instructions, create all types of popular games from Snake and Brick Bouncer to driving and action games. Code Your Own Games introduces key coding concepts through simple and practical tasks – from drawing shapes and giving instructions in code to building games and much more! Each chapter progresses in difficulty, yet instructions and explanations are always easy to understand.


Details
More Information
Product Format:Hardcover
Brand:Sterling Children's Books
Grades:1-6
ISBN:9781454943136
Length in Inches:10
Width in Inches:8.125
Height in Inches:0.5625
Weight in Pounds:1.05
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