Creativity and the Common Core State Standards are crucial for today’s teachers, but many educators struggle to balance them. Creativity and serious content standards, such as those found in the Common Core, are essential for 21st-century careers and success in a global economy. Creativity in the Common Core Classroom provides a rationale for teaching and situating decision-making in ways that create opportunities. Three principles should be considered when dealing with the Common Core:
- Creativity and the Common Core Principle 1: The Standards are not the Whole Curriculum.
- Creativity can be fostered in classrooms that follow Common Core standards and test for conformity.
- Creativity and the Common Core Principle 2: The Standards are not the Whole Curriculum.
Creativity can either be encouraged or discouraged, and it is essential for teachers to ensure their classes are balanced between creativity, critical thinking, and career skills.
Vance co-authored two reports for the Pioneer Institute on the fate of literature under Common Core’s standards. He also explored the decline of creativity and imagination in childhood and the factors that might influence a decline.
Using the Common Core State Standards, Vance suggests that students can participate in collaborative conversations with diverse partners about kindergarten and develop their own combinations and versions of ideas.
The Common Core State Standards Mathematical Practices (CCSS-M) provide templates and grading rubrics for each of the five major assessments. Oppositional groups have come together and made a common cause in recent years, but it is important to consider the potential impact of these standards on creativity and imagination in education.
📹 WATCH LIVE: The Return – National and Global Day of Prayer and Repentance | Saturday, Sept. 26, 2020
Have you heard about The Return 2020 yet?! The Return is a global day of prayer and repentance that’s taking place on the …
📹 The Verse Programming Language | GDC 2023
Watch the recording of Epic Games’ tech talk from GDC 2023, ‘The Verse Programming Language’. An exciting future of …
How do you expect people to spend time learning this new language when you have spent so little time documenting your c++ engine code? That goes for all of your documentation, really. UE is a great engine, but the documentation, across the board, is garbage, especially for code. I can’t imagine learning and using a new language with bad documentation. Do better in this regard. You are incredibly fortunate that you have an enormous and die hard community that fills these gaps for you. Do you expect them to do this for your new language too? I hope not.
The syntax just looks ugly to me with things like ‘set’ and array with squiggly braces, class definitions look confusing. Being inspired by so many languages why not just make it as simple as doing things on other programming languages(the reason why python and javascript became popular). And it runs in a VM like with blueprints, so if you want to write performant game, you still gotta do c++. it would have been better to just do extensions by which devs can write code in languages they are familiar, instead of learning a whole new system that still does not solve c++ problem in UE. As great as everything is world class in UE, I guess not being able to write performant comfortable code will always be an issue
I find the syntax a bit too “clever” and therefore hard to read. With the way this language works it seems like it omits many language features that you can already omit with other languages but shouldn’t in order to keep your code readable. For example if you have a complex condition, it makes sense to put that in a bool variable, name it what is does and then put that variable in the if head. This way you can just read the variable’s name, instead of having to analyze the whole condition everytime. Same with that minesweeper code. Cool that you can put all of that code in one for loop. But why would you do that? Who would want to read that kind of code?
For new language there is an incredibly high bar for utility and this just doesn’t show that and nebulously claiming no other language is “scalable” enough doesn’t cut it. You call it “open” but it can only be used in unreal engine, there is no open spec, let alone a compiler/runtime implementation available. To me this just look like a method to lock developers into the epic ecosystem. You could have added support for one of the many open source languages out there, with incredible performance, support and actual open development that people have been asking you to do for years, but instead you’re reinventing the wheel. its also kind of funny how you say its timeless while naming it after a concept that is already fading in terms of mindshare
Coming from C++/BP to Verse feels like going from a Tesla to a Horse Cart. Things that take 10 seconds in BP, such as attaching one Actor to another, take a lot of time and effort in Verse. In its current state, it’s not really a good language for programming gameplay. Those who endorse Verse, are usually newer developers without much experience or knowledge of what it takes to code complex and intricate gameplay systems. But yea, no offense to those who jump on it for the UEFN money. In times where you need to fight for every wishlist on Steam, it’s great that we have a metaverse platform now with millions of potential players. So Epic is on the right track overall, and I’m somewhat hopeful for the future. 🙂
They’re calling it Verse because they want it to power the metaverse? Who actually cares about the metaverse? Why would you design a language for games around some fringe concept that most people are not going to care about. It’s like building a language around the internet-of-things. People are already designing new languages that are fast and universal, perfectly acceptable for games. You could have used Rust or Odin or Jai, but you chose to just make a new language that has no utility outside your ecosystem under the assumption it will power the “metaverse”. If anything, it just relegates the metaverse to be even more fringe than it already is.
In order to create a timeless language that “can do everything”, you will have to establish new math that is not based on set theory. But it is hard to break from cultural indoctrination as almost everything taught in academia is based on set theory. Just by its syntax, it is evident that the proper way of abstraction is not there. You are repeating the same mistakes as every supposed “game changing” language did.
No. no. no!!! C, C++, C#, Javascript Yes!!!! Why make a new language that totally alienates 75% of the Developers on the Planet. Why??? Not learning it. No. Put the language in the C, C++, C#, Javascript family and stop trying to be a Creator of a Language!!! I’m not learning a new language with a whole new coding syntax paradigm. Yes, Creators like to be Creative, but Coders like to keep the syntax simple… Wait… How about this for setting new equal assignment. Instead of X = 1 we will now do “X // \\\\ => ! For <= 1". So great. Fantastic. You're a great creator of syntax. NOOOO!!! Just use C#!!! If this does not take off its because of the new language choice!!! Period. Oh... I've been coding for 30 years. This is a big no!!! I promise you this 100%. All the Developers are saying "yes yes yes" to this at EPIC, but that's out of fear. No one wants to learn a new way of thinking about coding after spending 15-20 years perfecting a new thought process about coding. FEAR!!!. Just copy C# and make it something new. This will slow the adoption of the Metaverse by Coders... Or was that the plan??? Roblox kids coming up in 10 years from now will not be able to relate the the previous generation of coders!!! And everything they learnt in School and University will find this syntax heavy work... LOL... Just give them Blueprints if you must... What have you done??? "A:int = B+A” OMG… WTF… I’m laughing and crying at the same time!!! Ohhhhhh noooo lol!!! What is that??? Good luck to the next generation of coders. Never gonna touch that… Ever!!! LOL. After Assembly, this comes at Number 2 as the worst syntax ever!!! Can someone please post a trophy to this guy for worst syntax choices ever. Does he code… Does he have to stare at a Screen for 10 hours a day during “Crunch”. I do… This sucks. No… Back to the Drawing board. Worst idea EVER!!! C, C++, C#, Javascript family or nothing… Wait… No… I’m done with Unreal. WORST IDEA EVER with that Syntax… WORST!!! Developers like to know they can build and maintain complex logic, thousands, and tens of thousands of lines of code… Is this the return of Jesus coming back to F with Programmers. Somebody please get a hold of this dude. It will be a blow to his confidence… But that sucks. UScript and Kesmit was okay. Unreals C++ implementation works and makes sense to coders (Hence the big Unreal take up). Blueprints was also… SO AWESOME… Who let this Guy loose with the Unreal Universe?? I promise you. This wont take off!!! Promise. Very few people will be coding with this syntax!!! Stop Everything… Fix this… Come back in a Month. Creator Crunch time… See how you like it. Coder to Creator out!!! Update… I’m not being apart of the Solution with the Above… Look on the Amazing work you did with BluePrints. Revolutionary. If you need something new for coding… Make it Visual. Extend or make Visual Scripting Better. No new coding syntax. We started this talk highlighting how we do bad Web Coding with 10 languages… This is going to be bad if you do this. Its not going to be mainstream. Please take 20 of the top Epic coders in a room and ask them to be honest about this syntax (Promise them that no one is going to get Fired!!!). This sucks!!! Unreals C++ is way better!!! Plugins way better. Blueprints. Way better… This!!! Do not get people who dont code (daily) to build your new Metaverse coding Syntax. Its a Creators Wetdream, but a coders Nightmare. And again… All the Dev’s who are “100% on-board”, are super not happy having to be on the Metaverse Team… Mainly because of this. Promise!!!
I don’t think this will go very far, it started the wrong way already. If there’s a need to design a new language, the syntax needs to be much simpler than the existent alternatives, otherwise, why would you create something that it’s even more complex and awkward than C++ itself, it’s just easier to stick to C++ then, of course C++ isn’t a script, but the syntax could be similar, because that’s the syntax most of the languages already uses, from C#, Java to JavaScript, they all have similarities to C++, I’m not saying they should use an existing language, they could just make it more similar to something people are already familiar. They’re creating a barrier to themselves, look at what Mojo language is doing, they’re not reinventing the wheel, they’re using a well known syntax to leverage the performance they want to achieve, zero-barrier. Verse seems so wrong to me, why you need to create a whole new language, when everything being proposed here could be done completely with just new APIs, not a new language! If the goal was creating a new language so easy that it would sounds like a “Verse” what they came up was a syntax built on top of curse words from an alien civilization. Why would you ask your users to learn something so completely different when there are so many languages out there people are already familiar with, that doesn’t share almost anything in common with Verse, that’s wrong, just wrong…
I’m already seeing performance issues with this. For instance, you made array access a failable expression, which builds bounds-checking as a core assumption in the logic of the program. That means that not only do you incur a couple extra operations every time you want to access an array, each access is potentially a branch! And it’s not like you can just turn the feature off as an optimization, because it seems like many features of the language depend on this branching in order to function.
The vision for the language looks quite exciting, though the syntax seems a bit clunky in some areas. That said I’m a bit doubtful whether they can actually pull this off. The language looks incredibly ambitious from a design perspective. They are making a lot of decisions based on still unproven hypothesis. I would be kind of surprised they were able to realize their vision without having to do a major redesign of the language. This is made even harder by the insanely hard and resource intensive engineering that is needed to actually make this language useful. Just look at the monumental effort Google has to put in to build and maintain V8.
So is it like Curry (“A Truly Integrated Functional Logic Programming Language”) but with a “mainstream” push? It took about 50 years for “functional programmming” to start being considered by “industry”, let’s see how this fares. Hell, some people consider Prolog to still be “research”, which says a lot.
He becomes the Architect of the Metaverse -> the Metaverse becomes conscious -> The AI creates a persona for itself based on the looks and speech pattern of the original Architect -> It uses Metaverse to trap humans into a sustained state of immersion -> It renames Metaverse as Matrix and gives itself the purpose of debugging anomalies!
Yeah… perl is back!!! … another unending clusterfuck of cryptic redefinitions of simple symbols… all that is missing are more of these xxxxx: … and then of course, icing of all icings… the ability to redefine everything in a local context… … cant wait 😀😀😀… to see that … just one tiny criticism though: verse … what’s that for a name… franckenpyskell would have been a much more worthy name for this marvell of modern genetic cloning…
I feel like this is a bit late, considering that C++ now has coroutines, and can do all those “wait until one/some/all finished”-type commands with only moderate effort (basically, you just shift around coroutines between different Unreal tick functions), while being very efficient. Considering there is also Unreal Mass (if you want performance and some composition-expressivity at the cost of conciseness), and of course Blueprints (if you want ease of use and… not much else), I am not sure for which use case this is not just good for, but significantly better than the alternatives – but who knows, I would like to be proven wrong.
I don’t think most people enough of an appreciation for the elegance of its syntax. Some parts look ugly coming from other languages but its only until you start seeing the bigger picture of why certain parts of the syntax are designed in some specific way. And the truth is just that practically every other language has made mistakes in the past that are now impossible to recover from, be that dynamic typing in Python, exceptions in C#, shallow mutability in practically all languages. The elegance of a language comes from providing simple, generalized concepts that are easy to understand and deriving common patterns from that. “actually, b is basically just a so you can do that yourself as well” Like the inline lambdas and trailing lambda syntax of Kotlin being the foundation for Jetpack Compose. And from what I’ve seen so far Verse seems to do that on a level I’ve rarely ever seen outside of obscure (non-practical) language like Haskell.