Programming Essentials Using Java : : A Game Application Approach / / William McAllister, S. Jane Fritz.
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 traditi...
Saved in:
VerfasserIn: | |
---|---|
Place / Publishing House: | Dulles, VA : : Mercury Learning and Information, , [2017] ©2017 |
Year of Publication: | 2017 |
Language: | English |
Online Access: | |
Physical Description: | 1 online resource (540 p.) |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Other title: | Frontmatter -- Contents -- Preface -- Acknowledgments -- Credits -- Chapter 1 Introduction -- Chapter 2 Variables, Input/Output, and Calculations -- Chapter 3 Methods, Classes, and Objects: A First Look -- Chapter 4 Boolean Expressions, Making Decisions, and Disk Input and Output -- Chapter 5 Repeating Statements: Loops -- Chapter 6 Arrays -- Chapter 7 Methods, Classes, and Objects: A Second Look -- Chapter 8 Inheritance -- Chapter 9 Recursion -- Chapter 10 The API Collections Framework -- Appendix A Description of the Game Environment -- Appendix B Using the Game Environment Package -- Appendix C ASCII Table -- Appendix D Java Keywords -- Appendix E Java Operators and Their Relative Precedence -- Appendix F Glossary of Programming Terms -- Appendix G Using the Online API Documentation -- Appendix H College Board AP Computer Science Topic Correlation -- Appendix I ACM/IEEE Topics and Minimal Instruction Time Guidelines -- Appendix J Solutions to Selected Odd Numbered Knowledge Exercises -- Index |
---|---|
Summary: | 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 pique 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 Java* Follows the 2013 ACM/IEEE computer science curriculum guidelines* Integrates game applications as a central pedagogical tool to improve student engagement, learning outcomes, and retention* Includes a companion disc with projects created with the popular Java Development Environments; also includes a set of executable student games, source code, and figures* Uses working programs to illustrate concepts under discussion* Complete instructor’s resource package available upon adoption |
Format: | Mode of access: Internet via World Wide Web. |
ISBN: | 9781683923046 |
Access: | restricted access |
Hierarchical level: | Monograph |
Statement of Responsibility: | William McAllister, S. Jane Fritz. |