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Consumer and Education: 4 Robots That Engage Students in STEM | Robotics Trends
“Robots can capture a child’s imagination like no other tool by creating a fun, physical learning process. With robots, kids learn programming via interactive play by moving a robot in various sequences and using intuitive, visual programming on a computer screen.
The children also learn STEM (science, technology, engineering and math) by watching and interacting with robots that demonstrate the practical results of the day’s lesson. “Kids recognize when they are learning something themselves—robots give them that,” says Larry Johnson, CEO of the New Media Consortium, a research organization that specializes in educational technology. Robots are proving to be valuable educational tools from the lower grades all the way up to graduate school. “Building and programming these devices is part of becoming a creative science and engineering kind of person,” he adds.”
In The Games Of Madness: 4-Layers, A Narrative Design Approach
“This blog post will be about a new way to approach narrative design in games – the 4 Layers Approach. It is based on a GDC talk I gave in March this year. The approach is primarily meant to suggest a workflow that focuses on the story and makes sure the narrative and gameplay are connected. The end goal is to create games that provide a better interactive narrative.
“The Door Problem” | Liz England
Theory & Practice April 21, 2014 68 Comments
“The Door Problem”
“So what does a game designer do? Are you an artist? Do you design characters and write the story? Or no, wait, you’re a programmer?”
Game design is one of those nebulous terms to people outside the game industry that’s about as clear as the “astrophysicist” job title is to me. It’s also my job, so I find myself explaining what game design means to a lot of people from different backgrounds, some of whom don’t know anything about games.”
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