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  • 1
    Electronic Resource
    Electronic Resource
    Bradford : Emerald
    On the horizon 13 (2005), S. 101-111 
    ISSN: 1085-4959
    Source: Emerald Fulltext Archive Database 1994-2005
    Topics: Education , Economics
    Notes: Purpose - Seeks to argue that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media. Design/methodology/approach - This paper looks at one of the earliest historical calls for universal procedural literacy, explores how games can serve as an ideal object around which to organize a procedural literacy curriculum, and describes a graduate course developed at Georgia Tech, Computation as an Expressive Medium, designed to be a first course in procedural literacy for new media practitioners. Findings - To achieve a broader and more profound procedural literacy will require developing an extended curriculum that starts in elementary school and continues through college. Encountering procedurality for the first time in a graduate level course is like a first language course in which students are asked to learn the grammar and vocabulary, read and comment on literature, and write short stories, all in one semester; one's own students would certainly agree that this is a challenging proposition. Originality/value - New media scholars and practitioners, including game designers and game studies scholars, may assume that the "mere" technical details of code can be safely bracketed out of the consideration of the artifact. Contrary to this view, it is argued that procedural literacy, of which programming is a part, is critically important for new media scholars and practitioners and that its opposite, procedural illiteracy, leaves one fundamentally unable to grapple with the essence of computational media.
    Type of Medium: Electronic Resource
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  • 2
    Publication Date: 2024-03-28
    Description: A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.
    Keywords: Programming and scripting languages: general ; Media studies ; thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society ; thema EDItEUR::U Computing and Information Technology::UM Computer programming / software engineering::UMX Programming and scripting languages: general
    Language: English
    Format: image/jpeg
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