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The connections between programming and learning is that they both require students to find new knowledge by reassembling prior components of knowledge, the same way a new program is a collection of commands, data types, and programming structures.
A simulation I have implemented is a walkthough that students constructed in Unity.

I think guided discovery impacts learning in that students discover how to find information and solutions rather than just implement solutions that are given to them. When it comes to game design, since there is a degree of improvisation and construction of elements from game assets, discovery helps the student to see there are multiple pathways to solving a problem.

For diffusion, my concept would be to create some type of algorithm where a variable decreases as long as a condition is met. For the hill climbing, I would use smaller assets to move through the scene.

I do think coding and writing these games does push kids to higher levels of thinking. That's on my list of reasons I really like this and the coding. It's a good idea to I think start with frogger and work your way up through the games that require added skills. I also think there needs to be prerequisites as some kids need to work on some of the needed skills before they enter these classes. If they don't have good foundations coming into say a computer science class, it can lead to frustrations that block them from getting to the all these things we've talked about in this course.

I think using this approach is great for lots of classes. I find it especially for Computer Science classes. For me I've tried using it more and finding maybe a bit more success in them getting some of those critical thinking skills that my kids missed last year when I was leading it all. It forces them to try things and see if it works. If it doesn't that's ok as they can just keep trying to find the right way to do it. Of course I'm there to help point them in the right direction if needed.

I think these two working well within a game like contagion. You could use the the "sick" characters to show the diffusion by having certain ones who get get infected by if you're even further away than normal. This would allow the game to have harder difficulties as the sickness spreads. The hill climbing could be represented by having a multiplayer aspect

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PBIS Skipping video

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PBIS Skipping before

Programming and learning are processes that continue beyond the scope of any game a person is creating. There is also room for improvement and growth. During programming, your computational thinking is challenged and stretched.

As the students reach new levels, I feel we would implement simulations in the classroom.
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