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Creating E-Learning Games with Unity.

In Detail Unity is a fully integrated development engine providing the required functionality to create games and interactive 3D content, while reducing the time, effort, and cost of developing the content. Nowadays, many people have started to use Unity in an eLearning setting as it allows them to...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Horachek, David
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Packt Publishing, 2014.
Temas:
Acceso en línea:Texto completo

MARC

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520 |a In Detail Unity is a fully integrated development engine providing the required functionality to create games and interactive 3D content, while reducing the time, effort, and cost of developing the content. Nowadays, many people have started to use Unity in an eLearning setting as it allows them to create real-world scenarios, or models, for training purposes. With Unity, one can develop video games that are not only fun, but are also effective teaching and learning tools. When properly designed, an engaging game is an ideal platform for the presentation, testing, and application of learning objectives. eLearning Game Programming in Unity is a practical, hands-on guide to programming eLearning games. You will encounter a step-by-step approach to developing a 3D game that is interactive and engaging, built around sound teaching pedagogy and game theory. In this book, the readers will be taken through the development of an eLearning game framework using the Unity engine. In addition to developing the technology for the game, we will create 3 levels (missions) in the game that teach, test, and reinforce learning. The subject matter being taught is the 50 American states and their flags. Concurrently, the book shows readers how to develop multiple game levels that support the various learning objectives of the game. In level 1, the user has to locate the missing flags and return them to the flag monument. During this time, the state flags design and state name are given to the player. This is the teaching phase. We also discuss cognitive flow and how learning is encouraged when the player is in this state. In level 2 the user has to run a race through the park, competing against two other racers. Non-Player Characters (NPCs) are stationed along the way, and will ask questions about state flags. The user has to achieve 100 percent and first place in the race to move on to level 3. This is the testing phase, as we approach the problem from other direction with multiple choice popup cards. In level 3, we reinforce learning through interactions with NPCs. These interactions require higher order thinking and association of the subject matter with the game experience. You will also learn how to program the interactive elements of a game to increase immersion. You will construct interactive objects that can be collected by the player and will program non-player characters that will populate the world, move, and interact with the player. With this guide, you will learn everything you need to know to make your own effective eLearning game from start to finish. Approach This book is an easy-to-follow guide that incrementally develops the game framework and missions, step-by-step, with each chapter. Extensive source code is provided and explained in detail to support and explain each of the concepts in the book. Who this book is for This book is intended for novice game programmers with a little experience in Unity3D, who want to learn how to program eLearning games. Educators and trainers who want to use Unity in an eLearning setting will also benefit from the book. It would be helpful to have a basic understanding of the concepts such as Unity scripting and the Finite State Machine (FSM), but no prior experience in game development is required. 
505 0 |a Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to E-Learning and the Three Cs of 3D Games; Understanding e-learning; Introducing our game -- Geography Quest; Comprehending the three Cs; Creating our first scene; Developing the character system; Building character representation; Developing the camera code; Implementing GameCam.cs; Developing the player controls code; Implementing PlayerControls.cs; Try it out; Summary; Chapter 2: Interactive Objects and MissionMgr; Understanding the base scripts 
505 8 |a Building an interactive objectImplementing the CustomGameObj script; Implementing the InteractiveObj script; Implementing the ObjectInteraction script; Implementing the InventoryItem script; Implementing the InventoryMgr script; Implementing the DisplayInventory method; Implementing the MissionMgr script; Implementing the Mission script; Implementing the MissionToken script; Implementing the SimpleLifespanScript; Putting it all together; Testing the mission system; Try it out!; Summary; Chapter 3: Mission One -- Find the Facts; Finding the facts; Designing games to maximize fun 
505 8 |a The teaching loop in game designImplementing the core classes for mission one; Creating a terrain; Creating the FlagLocators; Creating the FlagMonument; Creating the MonumentMgr; Creating the InventoryPlaceOnMonument class; Creating the MissionMgrHelper script; Creating the TriviaCardScript script; Creating the SetupMissionOne script; Creating the flag Prefabs; Creating the pop-up card Prefabs; Creating the mission pop-up Prefab; Creating the mission reward Prefabs; Creating the FoundAllTheFlags Prefab; Creating the ReturnedTheFlagsResult Prefab; Configuring the mission manager 
505 8 |a Playing the level!Summary; Chapter 4: Mission One -- Future Proofing the Code; Reorganizing our GameObjects in the Scene view; Creating a global scene; Creating a first level scene; Adding new scenes to the project; Creating the PopupMainMenu GameObject; An introduction to Finite State Machines; Implementing an FSM in a game; Switch Case FSM; Classes implementation of FSM; Implementing the GameMgr script; Reflecting on our code changes; Analyzing code functionality; Updating some systems; Making the ScorePlate active; Updating the player motion algorithm; Playing the level!; Summary 
505 8 |a Chapter 5: User Interfaces in UnityGetting familiar with Unity UI classes; Developing the pop-up system; Exploring the GUIText component; Interpreting the members on GUIText; Exploring the GUITexture component; Exploring the TextMesh component; Ideal use of TextMesh; Creating clickable text elements; Detecting mouse clicks; Detecting mouse over; Detecting leaving mouse over; Exploring UnityScript and the GUIButton object; Using UnityGUI; Creating a clickable button; Detecting a mouse click; Building the main menu pop up; Testing our work; Future extensions; Summary 
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