9781683920373-1683920376-Programming Essentials Using Java: A Game Application Approach

Programming Essentials Using Java: A Game Application Approach

ISBN-13: 9781683920373
ISBN-10: 1683920376
Edition: Pap/Cdr
Author: William McAllister, S. Jane Fritz
Publication date: 2017
Publisher: Mercury Learning and Information
Format: Paperback 540 pages
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Book details

ISBN-13: 9781683920373
ISBN-10: 1683920376
Edition: Pap/Cdr
Author: William McAllister, S. Jane Fritz
Publication date: 2017
Publisher: Mercury Learning and Information
Format: Paperback 540 pages

Summary

Programming Essentials Using Java: A Game Application Approach (ISBN-13: 9781683920373 and ISBN-10: 1683920376), written by authors William McAllister, S. Jane Fritz, was published by Mercury Learning and Information in 2017. With an overall rating of 4.5 stars, it's a notable title among other Computer Science (Game Design, Games & Strategy Guides, Java, Programming Languages) books. You can easily purchase or rent Programming Essentials Using Java: A Game Application Approach (Paperback) from BooksRun, along with many other new and used Computer Science books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.3.

Description

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 peak 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

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