|There's more than one way to do things|
Re: teaching Perlby Falkkin (Chaplain)
|on Jan 31, 2004 at 15:07 UTC||Need Help??|
Of course, after that I have to ask if you've read "Diamond Age" by Neal Stephensen, both because it is one of my favorite books -- and because it does deal with the idea of a game/interactive book that teaches the reader (also a young girl) how to code (among other things.)
Yes, I have read it, though I wasn't thinking of it at all when I posted this. (Incidentally, I liked Cryptonomicon better.)
I think that a game would be fantastic -- except that it could be so much work, I wonder if I'd ever get around to building one.
Well, if it were organized into small, separate "challenges", you could learn the basics while, in the process, making some simple game. Wouldn't have to be an RPG, of course - I just think that it's fairly easy to develop something like an RPG or interactive storytelling without the use of flashy graphics.
I do think the spirit should be preserved though -- something interactive, something fun. I would like to point out that a girl -- as Falkkin and I are both -- is probably not that likely to be incentivized by "good combat mechanics and plotline."
Woah there -- I'm afraid I'm a male of our species :) That aside, I think that the importance of plotline in a game depends on how much of a reader/author the designer is.
By the way, are you aware of Alice or MooseCrossing? Both of these are programming languages designed to teach programming in a fun sort of way. Admittedly, they're fairly special-purpose languages, but that's not necessarily a bad thing. They're also designed by people who actually do research in teaching kids to program, who probably know more about the subject than I do. :)