AgentCubes

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AgentCubes is an educational programming language for children to create 3D and 2D online games and simulations. The main application of AgentCubes is as computational thinking tool teaching children computational thinking through game and simulation design based on the Scalable Game Design curriculum. Similar to a spreadsheet, an agentcube is a grid-based organization. An agentcube is a four dimensional organization consisting of rows, columns, layers cubes containing stacks of programmable agents. This grid-based organization is useful to create a wide array of applications ranging from 1980-style arcade games such as Pac-Man, over 3D games to simple agent-based model. Agents can be given user created 3D shapes, they can compute formulae, move in the grid, change appearance, play sounds, animate themselves, and send messages to each other. AgentCubes was developed with support by the National Science Foundation. Research explored if K-12 students1 could pick up computation thinking patterns designing games and, if later, these students could leverage these computational thinking patterns to transfer skills to make STEM simulations.

AgentCubes is an educational programming language for children to create 3D and 2D online games and simulations. The main application of AgentCubes is as computational thinking tool teaching children computational thinking through game and simulation design based on the Scalable Game Design curriculum. Similar to a spreadsheet, an agentcube is a grid-based organization. An agentcube is a four dimensional organization consisting of rows, columns, layers cubes containing stacks of programmable agents. This grid-based organization is useful to create a wide array of applications ranging from 1980-style arcade games such as Pac-Man, over 3D games to simple agent-based model. Agents can be given user created 3D shapes, they can compute formulae, move in the grid, change appearance, play sounds, animate themselves, and send messages to each other. AgentCubes was developed with support by the National Science Foundation. Research explored if K-12 students could pick up computation thinking patterns designing games and, if later, these students could leverage these computational thinking patterns to transfer skills to make STEM simulations. ==References==

Text derived from https://en.wikipedia.org/w/index.php?oldid=1183762572 under CC BY-SA 4.0; modifications have been made.

References

  1. ↩Wikipedia students (×1) · confidence 0.95 https://en.wikipedia.org/w/index.php?oldid=1183762572