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Quest - Make text adventure games without programming

Quest - Make text adventure games without programming
Quest lets you make interactive story games. Text adventure games like Zork and The Hitchhiker's Guide to the Galaxy. Gamebooks like the Choose Your Own Adventure and Fighting Fantasy books. You don't need to know how to program. Watch a quick screencast ...and you're free No restrictions. This means you can download and modify the Quest source code, and do whatever you want with it. You can sell the games you make with Quest. You don't need to ask for permission - you already have it. Get started quickly You don't need to know how to program to use Quest. Everything about your game is displayed in plain English, but the source code to your game is also viewable and editable for the more technically minded. A full tutorial is included, and help is always available on our forums. Ever wanted to... Ever wanted to create your own game, but were put off by complicated programming languages? Want to get into game writing, or prototype game narrative before turning it into something bigger? Related:  MUS 226

The Evolution of Classroom Technology Classrooms have come a long way. There’s been an exponential growth in educational technology advancement over the past few years. From overhead projectors to iPads, it’s important to understand not only what’s coming next but also where it all started. We’ve certainly come a long way but some things seem hauntingly similar to many years ago. Also in 1925, there were “schools of the air” that delivered lessons to millions of students simultaneously. Here’s a brief look at the evolution of classroom technology. c. 1650 – The Horn-Book Wooden paddles with printed lessons were popular in the colonial era. c. 1850 – 1870 – Ferule This is a pointer and also a corporal punishment device. 1870 – Magic Lantern The precursor to a slide projector, the ‘magic lantern’ projected images printed on glass plates and showed them in darkened rooms to students. c. 1890 – School Slate c. 1890 – Chalkboard c. 1900 – Pencil c. 1905 – Stereoscope c. 1925 – Film Projector c. 1925 – Radio c. 1930 – Overhead Projector

Peer Editing | LitLearnAct At this time in the school year, I find that my students and I need to regroup and discuss the role of a peer editor in writing workshop. My students have made a lot of progress with peer editing, however, we need to regroup and talk about what is going well and what can be improved. This helps recharge and refresh everyone’s understanding of peer editing. I started this conversation with this simple chart. I asked my students: “What’s helpful?” My students wrote their thoughts on sticky notes, and we reviewed the ideas together. We had an open conversation about what was going well with peer editing and what needed improvement. My students and I agreed that it was best to offer a “Feedback Sandwich” when doing peer edits. An example is: 1) Compliment- “You have a good start to your story! 2) Constructive Criticism- “Parts of the story move slowly and I am confused about who the characters are.” 3) Suggestions- “Perhaps you could add some dialogue and action to make it move faster?

GameMaker: Studio | YoYo Games Last updated: 02/04/2019 We (meaning YoYo Games Limited, company number 05260718) use technologies on our website and mobile services (which we'll call the Services) to collect information that helps us improve your online experience. We refer to these technologies, which include cookies, collectively as “cookies.” This policy explains the different types of cookies used on the Services and how you can control them. We hope that this policy helps you understand and feel more confident about our use of cookies. Cookies are small text files that are stored on your computer or mobile device. Below we list the different types of cookies we may use on the Services. Essential Cookies. Essential cookies on the Services may include: Performance Cookies. Performance cookies on this Services may include: Functionality Cookies. Targeting or Advertising Cookies. Banner Advertising On Other Websites Targeting and advertising cookies on this Services may include: Google Adwords Facebook Twitter Google Facebook

Faces of Learning | Home Curriculum Mapping: Forming Essential Questions for Elementary Music Class - Music & Technology -MusTech.NetMusic & Technology -MusTech.Net This week, I started updating my curriculum maps because 1) it was time, 2) the curriculum format had changed, and 3) the standards had recently changed in the past two years. The newest item in the mapping program was to add essential questions to each unit. What is an essential question? An essential question is one that cannot be answered with one answer. An essential question has several different answers that change over time. It also does not need to be answered in one lesson since the question can be an overarching question. What is a melody? How should I address them during the lesson? Elementary music educators use a variety of methods to address essential questions in their lessons. Where can I find examples of essential questions for music classes? Recently, I performed a google search about this topic and found many websites where music educators have listed their essential questions that they are addressing throughout the school year. Amy M.

Moviesandbox » an open-source machinima toolset Twitter Venn By: Jeff Clark Date: Wed, 17 Dec 2008 Venn Diagram's can be used to illustrate the amount of overlap between various sets of items. In the projects section of Neoformix I have just published an application I call Twitter Venn. It supports investigation into the relationship between how words are used within the messages of all the people using Twitter. Basically, you type in either two or three terms separated by commas, click 'Search', and get something like this: In this example, the large circle on the left contains a great many small red circles which represent messages (tweets) that contain the word 'chocolate' but do not contain 'milk'. You can click on one of the regions to see a word cloud of the most commonly used words in the corresponding messages. The bottom of the application will show tweets matching the selected region. If you enter three terms in the search box you get a diagram with three intersecting circles:

Flush with Funding, Flocabulary Will Let Students Write Their Own Rhymes When y=mx+b, b is the y-intercept, you’ll see. M is the slope, the rise over run. They’ll wait until we stop, but that day will never come. That’s a line from “ Linear Equations,” from Flocabulary, a New York City-based startup that makes catchy educational hip-hop videos. The music video maker will debut the Lyric Lab, a feature that will allow students to write and record their own educational hip-hop songs for class, at this year’s International Society for Technology in Education (ISTE) conference. “Kids learn from each other through creating and sharing, so we eventually want to create a community,” Rappaport said, “but we want to take privacy super seriously and nurture that slowly. Building a community of users isn’t the only long-term goal, however. “We’ve been a front-of-the-classroom tool for five years,” Rappaport said. “Without providing these activities on the other side of the video, we’re leaving too much on the table,” Rappaport said.

From Game Design Elements to Gamefulness: Defining Gamification The proceedings of the 2011 MindTrek conference are finally online in the ACM Digital Library, and with it, the paper I co-wrote with Rilla Khaled, Dan Dixon, and Lennart E. Nacke on “defining the damn thing” – that thing being “gamification,” of course. Here’s the abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Here’s the link to the ACM digital library download: Here’s a download. And here’s the presentation: From Game Design Elements to Gamefulness: Defining “Gamification” Reference

Bullying and Cyberbullying Prevention for kids and teens.

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