Catch up on stories from the past week (and beyond) at the Slashdot story archive

 



Forgot your password?
typodupeerror
×
Programming Education IT Technology Entertainment Games

Learning to Code with a Boardgame 204

markmcb writes "While some of us cling tight to our memories of Apple-filled classrooms playing The Oregon Trail and driving our Turtle around in Logo, children today have many other ways to learn about the inner-working of computers and the code that drives them. Wired.com is running an interesting article about a boardgame in which players must use simple logic similar to that used in programming to get their skier down the mountain. From the article: 'Using basic math, players have to figure out which paths are open to them and then decide the fastest way to the finish line. The trick, however, is learning which paths are open to you using only programmer jargon like 'if (X==1)' then you can take the green path or 'while (X4) you can take the orange path,' where X is the roll of the die.'"
This discussion has been archived. No new comments can be posted.

Learning to Code with a Boardgame

Comments Filter:
  • Yeah.... (Score:1, Flamebait)

    Tell me again why they should learn the inner workings of the computer.
  • Bad Design (Score:3, Funny)

    by jmlsteele ( 618769 ) <jmlsteele@sMOSCOWtfu.ca minus city> on Tuesday September 20, 2005 @03:50PM (#13607600)
    I was told to never use a goto...
    • grep the linux kernel... you may wet yourself.
    • I was told to never use a goto...

      Are you sure that wasn't a "gosub"? Goto is rather useful in conjunction with conditional statements.
      • The gosub command is a wonderful thing that more BASIC programmers should have used. It allows one to develop a subroutine that any other part of the program can access. It was the foundation for how I learned OOP. Goto statements were seen as hackish attempts at redirection, too often resulting in Spaghetti Code that is all but meaningless to anyone else who ever had to look at the code.

        While there are uses for goto satements (I made a choose your own adventure-like story using only goto), gosub is a

        • In certain script situations, I use goto for the main loop which is comprised of a series of gosubs.

          The main trick is writing the gosubs so that they execute cleanly and return the state of the sub-routine when they return to the main loop.
        • gosub... was the foundation for how I learned OOP

          That's not Object Oriented programming, that's Procedural Programming [wikipedia.org]. Still a step above the sort of stuff BASIC programmers tend to churn out though.
        • Re:Bad Design (Score:5, Interesting)

          by TheRaven64 ( 641858 ) on Tuesday September 20, 2005 @04:43PM (#13608221) Journal
          Those who don't get taught GOSUB have to invent it themselves. I wasn't taught about GOSUB when I first learned to program, so I ended up writing my own. Every time you called GOTO, you wrote your line number into an array and then incremented a variable. When you returned, you copied that line number into a variable, wrote a return value over it, decremented the stack counter and jumped back. Due to the limitations of the language (and, perhaps, my understanding of the language aged 7) you could only store one integer (the return value) on the `stack', and it could only be a maximum of 255 calls deep, but it was a stack. Like early computer designs which stored the return values in the base of the function (which I didn't learn about until 11 years later), it was not capable of recursion.

          Some years later, I implemented a pseudo- virtual memory system using a very primitive analogue of mmap on the Psion Series 3. This allowed for arbitrary-length strings - something not possible in the built-in BASIC-like OPL, which used PASCAL-style strings.

          My somewhat rambling point? Sometimes it can be better to learn to program in limited settings. If you don't have the tools you need for writing good code, but do have a Turing-complete language, then you end up inventing the tools yourself - and then you understand them much better than anyone who learned simply by being told that they exist.

          • GOSUB is NOT the same thing as GOTO.
            • Yes, I think the parent post has a grasp of that fact quite clearly :P
              -nB
              • Geez... ever heard of "exersize for the reader"?
                10 dim s%(1000)
                20 func1%=1000
                30 func2%=2000
                40 c%=0
                50 c%=c%+1:s%(c%)=60:goto func1%
                60 end
                1000 print "Function 1"
                1010 c%=c%+1:s%(c%)=1020:goto func2%
                1020 c%=c%-1:goto s%(c%+1)
                2000 print "Function 2"
                2010 c%=c%-1:goto s%(c%+1)
          • Goto's fine, but you have to admit... "goto jump" [c-jump.com] - that's f**ked up!
          • Re:Bad Design (Score:4, Interesting)

            by elronxenu ( 117773 ) on Wednesday September 21, 2005 @01:54AM (#13611441) Homepage
            No they won't. You're proposing that people with no formal training and no reference material will independently redevelop recognised programming techniques.

            The largest number of people will invent nothing new; they'll just program within the limitations of what they were taught.

            A smaller number of people will invent something new, but it will be some kind of kludge. They'll use it everywhere they can. It will be inefficient or inelegant, but they won't notice that.

            A very small number of people will invent something new which works well, is efficient and elegant.

            My opinion is that if you teach 100 people how to program in BASIC without any mention of GOSUB, then have them solve problems by writing programs, and after a while you check what techniques they use, you will find that 90% of those people are writing spaghetti code with no discernable structure (or maybe only WHILE loops), 8% have implemented the idea of the subroutine by supplying a return address in a fixed location (so recursion is not possible) and the remaining 2% have implemented their own stack and use it to simulate proper recursive subroutines.

            There has been much more bad design in the history of computer science than good design. I don't see why the situation we see in the large should not apply to individuals too. Just look at language design. Some recognised (nay, famous) programming languages are awful. You think the people who designed those languages weren't smart?

            Just look at Niklaus Wirth - and the botch he made of Pascal's string handling, data structures and control structures. This was a guy who studied and taught computer science.

            Take a look at COBOL, if you can stand to. Clearly botched in a number of areas, at least in the 1985 revision which is when I last had to look at it. In areas such as conditional handling, data structures, dynamic memory allocation. COBOL had one good idea, namely statically defining the allowable contents of various data areas, and that's about it.

            I can only argue that students should be taught best practices from day one, on the basis that they will most likely never invent those best practices for themselves (98% chance) and could develop bad habits as a result of their stunted education (90% chance).

            Case in point - a schoolfriend of mine. He liked to program but he didn't study programming. He came to me once so proud of his invention of a sorting function in BASIC. I checked it out and it was a Bubblesort. I don't recall whether I had the heart to inform him that the bubblesort is possibly the slowest recognised sort algorithm.

            Teaching programming to kids is a different kettle of fish. Depending on the age of the kids, introducing subroutines and stacks and recursive data structures may be well beyond their capacity to understand. So for kids, start simple: top to bottom execution, arithmetic, strings, conditionals, while loops. When they're ready for it start to introduce subroutines, data structures, recursion, pre- and post-conditions, invariants, objects, interfaces, inheritance, polymorphism.

    • My copy is at home, but I believe Stevens' Unix Network Programming has an example with either listen() or accept() where using a goto is the only way to guarantee proper results.

    • I'm kicking ass with the goto command:

      GOTO FinishLine
  • Robo Rally (Score:5, Informative)

    by Speare ( 84249 ) on Tuesday September 20, 2005 @03:51PM (#13607607) Homepage Journal
    Also try Robo Rally. Of course, this deals with how to program a computer with a VERY limited instruction set, and with damaged hardware. :)
    • Re:Robo Rally (Score:3, Insightful)

      by ArsonSmith ( 13997 )
      It also teachs you about the aggressive tendancies of other programmers as well as the simple fact that other programmers just sometimes get in your way.
    • After looking at the rules & play for each game, Robo Rally definitely looks like the more interesting of the two. Something about the other game feels just a bit to static for me... sort of like combining Sorry with arithmetic.

      Now, if Robo Rally only had branches...

      • Re:Robo Rally (Score:3, Informative)

        by jscharla ( 144705 )
        With the Armed and Dangerous expansion there are a couple of upgrades that let you do limited run-time branching.

        My vote goes with Robo-Rally too. A great game. Total mayhem.

    • Re:Robo Rally (Score:3, Interesting)

      by Yazeran ( 313637 )
      Yep.. :-)

      Personally i think that Robo Rally is best with a group ov nerds and a crate of beer, but seriously, I can see that it could actually be used for educational purpose for kids, as there is a degree of exitement in the game (will i get to xxx without getting more shot up so i can repair?).
      At the same time educate something about the strict logical rules of programming (that a computer will do *precicely* what you programmed it to do without any consideration about the surroundings or c
    • by Dr. Photo ( 640363 ) on Tuesday September 20, 2005 @04:52PM (#13608321) Journal
      I thought of (and googled for) Robo Rally too when I saw the article, and it appears that they've reissued the game, which had been most lamentably out of print for 4 or 5 years.

      Still costs around 50 bucks, but IMO definitely worth it.

      http://www.wizards.com/roborally/ [wizards.com]
    • RoboRally is a great game for teaching kids the basics of programming. But, in my experience, it's not a very good geek game. I used to play it with a bunch of computer nerds (my friends) and we NEVER made a mistake in programming (because they're only 5 very simple instructions)... and that tended to make the game boring.
  • by millahtime ( 710421 ) on Tuesday September 20, 2005 @03:52PM (#13607634) Homepage Journal
    This could have good implications on future engineers. Where I read that the US is falling behind, this could help teach the logic engineers, especially electrical and computer engineers, need to use regularly.
    • I have often wondered if my generation (gen x) will be the last that has code monkeys that truly understand computers.

      We grew up with computers, learning assembly, BASIC, and then OOP as they languages were evolving. Now, I see 'programming' books that only show how to code using GUI drag-and-drop components, and scripting languages. While that sort of thing is great for producing applications with low dev time, what does it do to the next generation of coders?

      There are people running around that 'Cod
      • There is still hope out there. Electrical Engineers at some colleges (mine anyway) still learn to program in assembly and actually make applications work that way. This seems to have become more of an electrical engineer thing that a computer science thing.
    • Is there an option on Slashdot that will stop the display of comments submitted within, say, five minutes of the time the article was posted?

      Because the parent is a classic example of the speed-posting malaise that infects Slashdot. It was posted very quickly after the article (I'm guessing by somebody who is intimately familiar with F5), and makes some vague, content-free statement about something that really has little to do with the original artcle, hoping that moderators will mistake imprecision for in
  • by Radres ( 776901 ) on Tuesday September 20, 2005 @03:56PM (#13607704)
    "Job outsourced to India! Go directly to trade school, do not buy a house, do not get laid."

    "High school reunion time! The same guy who kicked your ass every day in high school and barely passed wood shop laughs at you because he makes more than you as a plumber while you wasted 4 years at college. Go back 3 spaces."
    • well, at least the "not getting laid" part didn't change.
    • Stop and read Slashdot. Skip a turn and write a reply to a topic.

      Boss needs estimates NOW! Skip a turn and write the boss some time estimates.

      Sidetrack! Your company moves your office so a VP could get a bonus this quarter. Skip a turn.

      Design Review! Skip a turn.

      Code Review! Skip a turn.

      Weekly Meeting! Skip a turn.

      Damn, no wonder I don't get any code written...

    • That's what happens when you're an average programmer.

      ...Which is why being average is something I'm trying to avoid.

  • by technoextreme ( 885694 ) on Tuesday September 20, 2005 @03:57PM (#13607718)
    There are fifty differnt robot kits floating about. They are much more entertaining and probably can help people program just as much as a boring board game.
    • Board games don't have to be boring. I made a boardgame of the new show 'Prison Break'. It comes with a metal shiv for each player, and only the winner walks away. Tell me that's boring!
    • Board games (and probably games in general) appeal to people who are interested in competing with others. Robotics kits appeal to loners, and certainly don't lend themselves to a group effort or competition. Sure, you can have robot battles *after* you or a team has built a robot, but at that point you are making a game out of the robot-building.

      We need both types of projects to teach all kinds of kids logic.

  • From c-jump.com (Score:3, Informative)

    by Stanistani ( 808333 ) on Tuesday September 20, 2005 @03:57PM (#13607722) Homepage Journal
    *Of course this omits thre pretty pictures*

    c-jump: Ski & Snowboard Race

    Discover fundamentals of computer programming by playing a board game!
    c-jump helps children to learn basics of programming languages, such as C, C++ and Java.

    Players:
    2 to 4 players
    Ages:
    11+
    Object Of The Game:
    First player to move all skiers past the FINISH line is the winner!
    Equipment:
    One game board, one die, and sets of colored pawns representing skiers and snowboarders for each player.

    Great and unique learning game for kids! It teaches the child basic commands of a programming language, such as "if", "else", "switch", and introduces variable "x" concept.

    The child calculates number of steps in the move, including addition, subtraction, division, and multiplication of small numbers. The game helps to develop understanding of a complete computer program, formed by logical sequences of commands.

    This game eliminates intimidation of many kids and their parents, bored by the mention of "computer programming", often associated with visions of geeky guys glued to their computers. c-jump reveals simple programming terms in a cool way!

    By moving around the board , entering loops, branching under conditional and switch statements, the players gain physical experience of a complete program. Understanding of the internal action of a computer is essential to understanding what software is. Static program causes dynamic process in the computer. By playing the game, players see this process as physical and spacial motion.

    c-jump facts:
    This game is not only about teaching and learning: it's fun and entertainment for the whole family!
    Skiing and snowboarding is a perfect programming analogy.
    c-jump game is ideal for home school education.
    The game is based on the code of a real computer program!

    Proceedings of our business support Common Text Transformation Library, an open source programming project on the internet. Please feel free to visit and download!

    US Patent 6,135,451
    © 1997-2005 Igor Kholodov
  • Rules. (Score:4, Informative)

    by coolGuyZak ( 844482 ) on Tuesday September 20, 2005 @03:58PM (#13607725)
    Here are the rules [c-jump.com], in case people want to check the game out further.
  • http://www.fairplaygames.com/gamedisplay.asp?gamei d=797 [fairplaygames.com]

    I played it once. Not too bad from what I can remember. The box art actually includes a can of Jolt and real 80's hacker references like "Legion of Doom"
  • Shouldn't that be
    while (X <> 4)
    more likely?
  • SkiFree! (Score:5, Funny)

    by sonixtwo ( 878390 ) on Tuesday September 20, 2005 @04:01PM (#13607770) Homepage
    Maybe some kid will figure out how to finally get past that damn monster!! [ihoc.net]
  • by UserGoogol ( 623581 ) on Tuesday September 20, 2005 @04:04PM (#13607799)
    This is really more of a math game than a programming game per se. Yes, it teaches the concept of conditional branching, but that's not especially new to the world of board games. Also, "x" isn't really a variable, but instead represents the number you rolled, which is different from how programming actually works. (Which is potentially confusing, because c-jump otherwise uses a fairly C-like syntax, with == instead of = and everything.)

    Not to say that this isn't a potentially educational game, but this is really more a way to practice doing simple arithematic and logic instead of anything specific to programming itself. (Although arithematic and logic is certainly worth learning.) It would probably lose absolutely nothing in playability or educational value if they removed all C stuff from it and just made it into a silly little math game.
    • "(Although arithematic and logic is certainly worth learning.) " (emphasis mine)

      Yes, but grammar and syntax are certainly worth learning too :)
    • "Not to say that this isn't a potentially educational game, but this is really more a way to practice doing simple arithematic and logic instead of anything specific to programming itself."

      Except, of course, that arithmetic and logic are the foundations of programming. Everything else is bells and whistles, since at their core, computers are a set of binary states.

      Understanding of complex logic is not common at all. My days are consistently made more frustrating by the inability of my coworkers to un
      • You're right of course. I was gonna say that myself, but I had to get off the computer to get somewhere, so I ended up just saying it was "certainly worth learning."

        This definitely develops skills which are useful for programming. But the skills are also useful for a lot of other things. Focusing on the programming aspect of things seems like a cheesy way to market this as a "programming game," which it really isn't. Nothing resembling actual computer programming is done in this. It's a math game, and all t
  • Correction:
    The quote is
    "while (X[less than]4) you can take the orange path,"

    Which I'm sure we can all agree makes slightly more sense.

  • I think this game sends a strong message that programming involves the rote application of crap syntax to simple problems. What kind of programmers are created by teaching that the "basics of programming" consists of memorizing a weird syntax created by fools who didn't see the obvious confusion between = and ==, made arbitrary distinctions between 'statements' and 'expressions' and who ended up trapping their victims in a miasma of non-transformable, non-intuitive syntax which is difficult for A COMPUTER t
  • I liked the concept (Score:4, Informative)

    by leighklotz ( 192300 ) on Tuesday September 20, 2005 @04:05PM (#13607808) Homepage

    One of my favorite early computer toys was the CARDIAC [bellsystemmemorial.com], the Bell Labs "Cardboard Aid to Computation," and I was hoping that this board game might re-create some of that excitement for today's kids. I liked the concept, but was a little dismayed by the attention to syntax. I'm more of the "Syntactic sugar leads to cancer of the semicolon" school of thought.

    I worked on the Logo implementations for the Apple ][ at the MIT Logo lab, and at Terrapin did the Commodore 64 (and other ill-fated Commodore computers), Macintosh. (I also various implementations and translations for Japan, Spain, France, and Germany.)
  • Learning how to become a computer programmer has never been easy or fun for most people. Some would even call it boring.

    This first line hints at an important point the article missed. Some of us actually liked learning to program. I remember learning BASIC on my Apple IIC when I was 12 years old. If you don't have the hacker mentality - the feeling that you want to figure things out - then you're going to have a hard time learning to program. I don't know, maybe this hacker mentality can be learned.

  • by Danta ( 2241 ) on Tuesday September 20, 2005 @04:09PM (#13607857) Homepage
    If you find this interesting you might be interested in Bruce Schneier's Solitaire Encryption Algorithm [schneier.com], a real encryption algorithm using a deck of cards.
  • Looks boring (Score:5, Insightful)

    by LordNimon ( 85072 ) on Tuesday September 20, 2005 @04:11PM (#13607881)
    I tried reading the rules, but they're hard to understand just by reading the web page (and yes, I'm a programmer). From what I gather, there are no real decisions that the player makes. That is, you roll the dice and your move is based solely on that dice roll and whatever square you happen to be on.

    What would be cooler is if while playing the game, you had to build a "program" of sorts, and you can't win the game until your program produces a specific output. You could then compete against other players for resources needed to finish your program. This would allow you multiple ways to win based mostly on your ability to understand programming concepts.

    I see this game as a cool idea, but it's really just a first step.

  • Robot Odyssey (Score:4, Interesting)

    by willy_me ( 212994 ) on Tuesday September 20, 2005 @04:16PM (#13607939)
    This was a great little Apple IIe style game that I enjoyed in elementary school. Looking back, I now see that it taught basic electronics and logic. It was lots of fun at the time. More info can be found here [aol.com].
    • Re:Robot Odyssey (Score:2, Interesting)

      by moofrank ( 734766 )
      Actually, this is how I learned logic fundamentals. The game itself teaches the basics of digital design including the core gates, AND, OR, flip-flops, as well as timing and delay issues. The game is pretty hard considering the intended audience, with some of the final puzzles requiring having three robots zipping around a room, sending signals to each other to keep their moves in sync. Best educational game ever.
  • by Otto ( 17870 ) on Tuesday September 20, 2005 @04:24PM (#13608025) Homepage Journal
    We used LOGO on an Apple IIe and we liked it!

    That little turtle moving all over the scren to make what were essentially spirograph pictures? Back then that was state of the art shit, boy.

    Made learning programming reasonably simple too, since you learned to think in terms of the algorithim. Also taught trig, since you had to deal with angles all the freakin time. But it worked, by gum! :D
  • by sakusha ( 441986 ) on Tuesday September 20, 2005 @04:24PM (#13608029)
    I remember seeing a similar theme a long LONG time ago, back when I was a little kid about 12 years old, when I wheedled access to the local university PLATO IV terminal.

    The scenario was a little oval track with a train that went around and around, the computer randomly generated 3 numbers, and you would type in an algebraic expression to get the number of spaces you would move. You could go for the longest distance, or you could try to hit special squares, like bonus multiplers, or you could try to land on the computer opponent's train which would send him backwards. I was a pretty young kid back then, but I do recall it really made me think hard about algebra, and it was a lot of fun.

    PLATO IV had another educational game I really liked, I think it was MoonWars or something like that. You could play live against online opponents too. You had a screen with a random placement of circles (representing craters, I guess). Then you and your opponent were placed on the playing field. You played in alternating turns, you could either shoot a laser at your opponent, or move. The laser would bounce off the sides of the screen, only stopping when it hit the opponent or a crater. Sometimes if you had a clear field, you could use angles really close to perpendicular or horizontal, yielding crazy shots that went back and forth dozens of times. But mostly you just tried to bank shots off the sides, trying to home in to the opponent until they chickened out and moved. The educational content was pretty good, obviously you learned that angle of incidence = angle of reflection, but it also allowed you to input your shot's angle in algebraic notation, in degrees or radians. I immediately realized it was a lot faster to do algebraic notations in radians.

    PLATO IV really was a groundbreaking platform for educational games, someone ought to revive some of their old classics. I made a couple of feeble attempts to write a MoonWars clone but I never got anywhere.
    • if you're missing PLATO, you might be interested in cyber1.org [cyber1.org]. They have a history section there, and also a free (as in beer) client to access PLATO via the internet, with a big collection of original software. See also our own /. user Baldrson [slashdot.org] :-)
      • Holy crap, that is the greatest thing EVER. You have absolutely made my day, maybe my decade. I cannot thank you enough. This is my ultimate retrocomputing experience, PLATO IV was the first serious computer system I ever used.
  • by g_adams27 ( 581237 ) on Tuesday September 20, 2005 @04:27PM (#13608062)
    For learning the basics of AND, OR, XOR and NOT logic, along with building basic circuits, you just can't do any better than Robot Odyssey [the-underdogs.org]. This is probably the greatest educational game I ever played as a young teenager. I trace my interest in studying, and then making a career out of computer science largely back to this game.

    For slightly younger people, there's Rocky's Boots [the-underdogs.org] made by the same people (The Learning Company). It teaches a lot of the same things, but in an easier (and cuter) style.

    All you need is an Apple II emulator like AppleWin [blueyonder.co.uk] and you're all set!

    • by Jim Hall ( 2985 ) on Tuesday September 20, 2005 @05:37PM (#13608755) Homepage

      You may also be interested in GNU Robots [gnu.org]. I wrote this several years ago, but stopped working on it in 2000 (it was complete, though.) The GNU Savannah site still lists me as project owner, but zeenix now does the development. He last checked in changes 2 weeks ago, so looks like it's still active.

      I wrote GNU Robots because I had fond memories of the old Mac game, Chipwits. In Chipwits, you construct a "program" for a simple robot by setting down "tiles" or "chips" in a grid, where each "chip" contained a single action (check the space ahead of you, pick up an object, turn, move forward, etc.) There were T/F "chips" to make checks. Each "chip" was wired to the chips around it. This was a gentle introduction to the concepts of computer programming. I was already a programmer of sorts, but I found the game fascinating.

      GNU Robots is a much simpler version of that, but (in theory) should be extensible to something like Chipwits. A robot program is written in Scheme, where you have functions available to make the robot turn, move, etc. You might be able to construct a programmer's GUI to set up a "tile" for each action, where each "tile" can be represented by Scheme code. And the wired connections to each "tile" can be represented by tail-recursion. I lacked the GUI programming knowledge to create this at the time, which is why I left it as a simple Scheme program. (If anyone out there is interested in doing this, many people will thank you for it.)

      FYI: the Chipwits home page [chipwits.com] shows it as "coming soon" since 1999. So there's no hope in a return of the original.

    • I loved Robot Odyssey and Rocky's Boots. I had it on the coco2 though and not on the Apple. However I recently found a java "remake" of Robot Odyssey online and it's been fun to replay it again without wrestling with an emulator:

      It's called Droid Quest, [droidquest.com] download it today an relive your childhood :p

    • Robot Odyssey and Rocky's Boots taught me about logic way back in 1984 when I was in 4th grade.

      I and a good friend used to play that game for hours in school. He later went on to get a scholarship to CMU and is pulling in all kinds of green doing the grown up version of what we did 21 years ago.

      LK
    • Heh. Glad to see a mention of Rocky's Boots. I grew up with that program. My name is mentioned in the Underdogs blurb.

      I seemed to be the only one in the world with a PC copy. When I emailed Sarinee at first, she insisted that it did not exist for the PC. I made a copy with my venerable Central Point Option Board [icequake.net] and sent it to Demonlord for cracking. The crack turned out to be simple.

      I was glad to provide this apparently-rare program, because it was the primary facilitator of my being able to gras

  • Mindrover (Score:2, Interesting)

    by p_conrad ( 118670 )
    This looks really basic, and why skiing?

    If you really want a kid to dive into programming, I'd think Mindrover is a better choice. It's got programming, simulated physics, simulated electronics and competition that doesn't involve a roll of the dice.

    I don't see how the c-Jump game would ever teach the trial and error aspects of coding. In Mindrover, you code better to win, and get to see a lot of hilarious faliures as you learn.
  • by ellem ( 147712 ) * <{moc.liamg} {ta} {25melle}> on Tuesday September 20, 2005 @04:56PM (#13608367) Homepage Journal
    $go (that way eq really_fast) ;

      if $something (%gets_in_way) {
         $turn ;
      } else {
         die print "You have crashed!" ;
  • What's happening is that we are yet again changing the way we think. When we developed spoken languages it changed the way we think. When we developed written languages it changed the way we think. When we developed mathematical, chemical, financial and engineering languages it changed the way we think. Now we're developing graphical languages and that will again change the way we think, not to mention the way we communicate, work and create. This is really what the article hints at and this is why it's t
  • are cheaper, and probably more fun than this.
  • if (player.name() == "Sonny Bono")
    System.exit(0);
  • Rocky's Boots (Score:3, Informative)

    by jafiwam ( 310805 ) on Tuesday September 20, 2005 @05:33PM (#13608715) Homepage Journal
    There was a game way back when on the Atari2600 called "Rocky's Boots" that presented sorting problems of objects on a conveyor belt in various factory situations.

    The player took mechanizms like "not" and "or" and characteristics "round" or "filled" to make logic that would operate to sort the things.

    It was a great game. I have not seen anything quite like it since.
  • Don't forget ZZT (Score:2, Interesting)

    by eieken ( 635333 )
    It is a great little adventure game I played when I was a kid that helped me learn programming concepts. You can design your own levels and program little objects to do whatever you say. It was kinda like programmable Rogue [dosgames.com]. You could use the ZZT programming language to make the little objects do all kinds of neat stuff, very fun to play too. See it here [autofish.net]
  • ...is to crack games. Nowadays all the games I have bought are on duplicatable CDs. But in the old days we learned a lot by trying to crack games. And unlike actually playing games, when you crack a game you feel like you really are pitting your wits against someone who was being devious because their job depended on it, not because it's some artificial contrived scenario concocted by a 'game designer'. Because it's more fun than actually playing you can feel highly motivated to actually learn about what yo
  • This doesn't look like much of a game to me. It is more like an exercise with a random element. It is 'chutes and ladders', which also is not really a game. The players never have to make a decision. 'Chutes and Ladders' is fun when you are 6, but not 11. I think the kids are going to figure out that the outcome is basicly random, and they have been tricked into doing math. Why the HELL did it take this guy 6 years to come up with this game anyway. A real programming game would allow players to invent their
  • "OK, kids... let's go over the rules! Let's see here. It says that we start on Start. Well heck, that's easy enough, isn't it, kids? OK, we're gonna ski down a mountain. I can almost feel the cold air now, can't you?"

    "OK, everybody on Start and ready to go. OK, let's see here. Now the directions say Keyword int creates integer variable x."

    "Hey, kids? KIDS?!?!? Are you coming back?'
  • I learned a lot about programming back in the '80s by playing Robot Wars on the Apple II.

    You programmed virtual robots in a Basic-like language to go into the arena and do combat with other robots...

    I even wrote my own version of the game for the Atari ST and the PC...Neither of which never left my home machine......
     
  • The board game turns players into slashdot editors who must create dupes [slashdot.org] in the quickest way possible

All seems condemned in the long run to approximate a state akin to Gaussian noise. -- James Martin

Working...