
Ingrid is at a “Hack camp” all this week, learning game programming with Unity. She started out with Scratch, then moved on to experimenting with Python (which I think they started with at school) and now to learning Unity. (The camp is organized by Nox Academy and Ingrid has been really satisfied with her week. She’s had fun, learned a lot, and made several new friends.)
This has inspired Adrian to pick up Scratch as well. He’s dabbled before but not with any kind of persistence. It’s more fun with a friend to keep him company and help him come up with ideas. Levels! And bosses! And different backgrounds!
Any kind of overt encouragement from me has shown itself to be pointless, even counter-productive. All I can do is set an example and show that programming is enjoyable – and be there to answer questions and help them get unstuck when needed.
One thing that both Ingrid and Adrian are learning is that much of programming is about really understanding what you want to do, and breaking a project down into smaller tasks.
Adrian wanted “levels” in his game, and asked me how he can do that. It seemed hard, and he didn’t even know how to get started. But then we started untangling that concept. What does it mean for your game to have “levels”? When does the player advance to the next level? What happens then? And suddenly it wasn’t so impossibly hard any more.
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