Domain: ambrosine.com
Stories and comments across the archive that link to ambrosine.com.
Comments · 6
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Why Educational Technology Has Failed Schools
http://patapata.sourceforge.net/WhyEducationalTechnologyHasFailedSchools.html
This essay could be considered supporting Alan Kay's suggestion that
"the computer revolution hasn't happened yet".
http://squeakland.org/school/HTML/essays/face_to_face.htmlWhy Educational Technology Has Failed Schools
by Paul D. Fernhout
January, 2007Educational technology has been a big success at homes, in libraries, in
museums, and in business.Let's say you have an interest in, say, Aardvarks. At home and want to
know the weight of a typical aardvark right now? Google it:
http://www.google.com/search?hl=en&q=aardvark+weight
Want to buy one? :-) Try Amazon:
http://www.amazon.com/Wild-Safari-Aardvark/dp/B000H6H4VK
Want to sell one you no longer need? Try ebay:
http://cgi.ebay.com/Aardvark-Direct-Pro-Q10-PCI-Audio-Interface-w-CubaseLE_W0QQitemZ270076288454QQihZ017QQcategoryZ64446QQcmdZViewItem
Want to collaborate with others on making one better? Try sourceforge:
http://sourceforge.net/projects/aardvark
Want a 3D simulation written by an aardvark?
http://flyawaysimulation.com/article746.html
Want to make your own educational simulation about aardvarks? Try one of
the tools linked here:
http://www.ambrosine.com/resource.html
An endless variety of information related to just one arbitrary topic,
easily accessible using Google or another search engine.At the library, want to find a good book on, say, Zebras? Use an online
library catalog system:
http://leopac.nypl.org/ipac20/ipac.jsp?menu=search&aspect=basic&npp=10&ipp=20&ri=&index=GW&term=zebrasWant to make a museum kiosk showing protein folding in action in 3D? Write
a simulation with Python:
https://simtk.org/search/?type_of_search=soft&words=&topics=18+307Does your business need to know more about "quality control" to prevent
customer complaints? Lots of online resources:
http://search.dmoz.org/cgi-bin/search?search=quality+control
http://en.wikipedia.org/wiki/Quality_controlSo, at home, library, museum, or business, technology is delivering the
goods (physical or digital) and making these places all a lot better.With all that technological success in other areas, why are schools still
considered a problem area, see:
"To fix US schools, [bipartisan] panel says, start over"
http://www.csmonitor.com/2006/1215/p01s01-ussc.html
Or in other words, why has technology failed in compulsory schools?
Clearly something is wrong here -- technology is helping make these other
places more productive and more flexible -- but in schools, there is not
much change, despite a huge expenditure in technology and training.Ultimately, educational technology's greatest value is in supporting
"learning on d -
Better game frameworks
I recently went through a related exercise with my daughter. I showed her ponycorns because it's exactly the kind of game she already likes. She got the idea that we could create a game too, since I'm also a programmer and she's a whole two years older than Sissy. At that age I'm not about to teach her actual programming, but I thought it might be a good way for her to see the creative process at a higher level - plus we'd end up with something that she could enjoy and show off to her friends. We had a lot of fun with her drawing the characters which I then turned into sprites, and recording audio, and brainstorming about what puzzles would be in the game. Now the effort has stalled, mostly for lack of a decent framework. I mean, all we need is basic point-and-click stuff, maybe even an inventory and stuff like that, but it would sure be nice to have the characters actually *move* smoothly from one place to another instead of just disappearing from one place and appearing in another. Oh, it would be extra nice to have something open source, or at least runnable on Linux. I looked at dozens of frameworks that I found on http://www.ambrosine.com/resource.html and elsewhere, and very few could meet those simple requirements without getting into full-out 2D suitable for side-scrollers and platformers - meaning that they're way more complicated than I need and generally don't "scale down" to the simpler stuff very well. I tried Adventure Maker but quickly ran into its limitations even with a project as simple as this. I might try GameMaker next, even though it's also Windows-centric (I can use my wife's machine if I have to), because the other offerings out there seem so incredibly thin.
The point is not that I personally need help finding a tool with which to make this particular game - though suggestions would certainly be welcome. The problem is that the "state of play" is just so incredibly piss-poor overall. Forget about finding something that even an older child could use *themselves* to create a game that doesn't totally suck. It's hard enough to find something that a *professional programmer* (albeit not a game programmer like Sissy's dad) can stand to work with long enough to get such a result. Something just good enough to let parents and kids put together a simple adventure/puzzle game on par with ponycorns, to give them something that's fun and that just barely hints at what you can do if you can program, would go a long way toward making them want to learn more. As far as I can tell, such a thing doesn't exist.
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How I learned
My Dad was/is a programmer, and I always wanted to make games. I started trying when I was 11, trying to use engines and toolkits like rpgtoolkit , 'Custom' and a few others. There's a big list here: http://www.ambrosine.com/resource.html
The problem was, they couldn't do exactly what I wanted, so I was always trying to use their little scripting languages for things they were never intended for. I always thought programming would be too hard though, and maybe it would have been at that time. I don't know. But when I was 13 or 14, I did learn C++, my first language. Basically, I just learned it from a big book my dad has. First I went part of the way through 'Instant C++ Programming' by Ian Wilks, and then I sopped learning for a while, and came back using 'The Waite Group's C++ Primer Plus' by Paul Snaith. C++ Primer Plus is a much better book, because it's newer, and teaches OOP better and stuff, but Instant C++ Programming might have been better for starting. For example, the C++ Primer Plus didn't even teach about if statements until the 5th chapter! So I was using 'while' loops, not to loop through stuff, but in place of if statements, because I wanted to use conditional stuff. But anyway, that's how I learned - just using the book, and trying to make games. I wanted (want) to make a big RPG. So, I started off with a VERY simple text based game, where if you pressed 'm' then 'Enter', it attacked in melee, 'M' and 'Enter' attacked with magic, and 'b' and 'Enter' attacked with a bow. You got experience for using each of those, and different stats went up or down depending on which you used most. I was
/very/ ready for graphics by this time, even though I didn't even know about C++ classes yet, so I started using allegro. I began by simply using it to output text in a full screen environment, and enjoying being able to do stuff with single key presses. I then drew my own font to use for tiles, and then dropped that and began work on a space shooter game with my older brother. He still does most of the graphics and planning for our games, while I do all of the programming. We actually almost completed the engine for that game, but before we did, we moved back to what we /really/ wanted to make - a role playing game. I was able to start it knowing much more about both C++ and allegro because of the previous things. And that's where I am now. So far I've written about 13,000 lines of code on it. Unfortunately, now all my time is spent doing web development with my other older brother. All the C++ definitely helps me to learn anything new. I think it's definitely still my favorite though. ...and I'm only eighteen...I guess in short, I was inspired to program because I wanted to make games, and I didn't want to be limited by using toolkits.
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Making your own video games
I've actually been doing just that, working on a module for Neverwinter Nights 2. It's tremendous fun, frustration, and can easily suck up huge volumes of time. On the plus side, you can add quirky humor, characters that interact the way you want, and plot twists that would be avoided in a mass-market game.
There's other game creation resources out there, in addition to modding the big name games (e.g. Unreal Tournament, HalfLife, etc.). Give it a try! -
Re:Last Frontier... For Now.
Hmm... I think this is a good point and I'm not so sure why it was modded as overrated.
Look at this list of tools you can use to create your own games with little to no programming knowledge or experience.
Back in the 50's or 60's, nobody thought of how easily you could "write" a hit by sampling "I'll Be Watching You" because the technology wasn't there. What if, in a few years, we see technology capable of creating redundant (but enjoyable) FPS games over and over again? We're basically getting the same music these days performed by different artists anyway and people seem to enjoy that.
I personally think game design can be considered an art, just like writing a good book or a good song, or even creating a nice water-color.
My point: Technology designed to assist in the creation of art eventually becomes so advanced that what you're creating with it can no longer be considered "art" anymore. -
Oh yeah...
I forgot to mention that it's point'n'click like QuickBasic is, so it's suitable for younger children.
Additionally, here's a link for game creation resources for those who are non-programmers. Since games keep interest up, this could be a way to teach programming.