Author: B. J. Allen-Conn
Publisher: Viewpoints Research Institute, Inc.
ISBN: 9780974313108
Category : Juvenile Nonfiction
Languages : en
Pages : 104
Book Description
Book contains 12 computer based projects children can create to help understand concepts in Math and Science. Also contains suggestions for off-computer activities to enhance computer projects.
Powerful Ideas in the Classroom Using Squeak to Enhance Math and Science Learning
Author: B. J. Allen-Conn
Publisher: Viewpoints Research Institute, Inc.
ISBN: 9780974313108
Category : Juvenile Nonfiction
Languages : en
Pages : 104
Book Description
Book contains 12 computer based projects children can create to help understand concepts in Math and Science. Also contains suggestions for off-computer activities to enhance computer projects.
Publisher: Viewpoints Research Institute, Inc.
ISBN: 9780974313108
Category : Juvenile Nonfiction
Languages : en
Pages : 104
Book Description
Book contains 12 computer based projects children can create to help understand concepts in Math and Science. Also contains suggestions for off-computer activities to enhance computer projects.
Squeak
Author: Stephane Ducasse
Publisher: Apress
ISBN: 1430200375
Category : Computers
Languages : en
Pages : 363
Book Description
* Fun and easy-to-grasp, yet based on solid programming principles of object-oriented programming * Visually oriented—teaches programming by commanding turtle to move through loops, variables, procedures, and AI * Suitable for any reader, from curious children to adults, who’d like a gentle, methodical approach to core programming concepts
Publisher: Apress
ISBN: 1430200375
Category : Computers
Languages : en
Pages : 363
Book Description
* Fun and easy-to-grasp, yet based on solid programming principles of object-oriented programming * Visually oriented—teaches programming by commanding turtle to move through loops, variables, procedures, and AI * Suitable for any reader, from curious children to adults, who’d like a gentle, methodical approach to core programming concepts
Gaming and Simulations: Concepts, Methodologies, Tools and Applications
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2084
Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2084
Book Description
"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
Squeak
Author: Mark Guzdial
Publisher: Pearson
ISBN:
Category : Computers
Languages : en
Pages : 538
Book Description
CD-ROM contains: Tutorials -- Demos -- Links to related Web pages -- Squeak version 2.9 virtual image.
Publisher: Pearson
ISBN:
Category : Computers
Languages : en
Pages : 538
Book Description
CD-ROM contains: Tutorials -- Demos -- Links to related Web pages -- Squeak version 2.9 virtual image.
Digital Da Vinci
Author: Newton Lee
Publisher: Springer
ISBN: 1493909657
Category : Computers
Languages : en
Pages : 303
Book Description
“Science is art,” said Regina Dugan, senior executive at Google and former director of DARPA. “It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.” This second volume of the Digital Da Vinci book series leads the discussions on the world’s first computer art in the 1950s and the actualization of Star Trek’s holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game “Green My Place” aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan’s dictum “the medium is the message.” Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
Publisher: Springer
ISBN: 1493909657
Category : Computers
Languages : en
Pages : 303
Book Description
“Science is art,” said Regina Dugan, senior executive at Google and former director of DARPA. “It is the process of creating something that never exists before. ... It makes us ask new questions about ourselves, others; about ethics, the future.” This second volume of the Digital Da Vinci book series leads the discussions on the world’s first computer art in the 1950s and the actualization of Star Trek’s holodeck in the future with the help of artificial intelligence and cyborgs. In this book, Gavin Sade describes experimental creative practices that bring together arts, science and technology in imaginative ways; Mine Özkar expounds visual computation for good designs based on repetition and variation; Raffaella Folgieri, Claudio Lucchiari, Marco Granato and Daniele Grechi introduce BrainArt, a brain-computer interface that allows users to create drawings using their own cerebral rhythms; Nathan Cohen explores artificially created spaces that enhance spatial awareness and challenge our perception of what we encounter; Keith Armstrong discusses embodied experiences that affect the mind and body of participating audiences; Diomidis Spinellis uses Etoys and Squeak in a scientific experiment to teach the concept of physical computing; Benjamin Cowley explains the massively multiplayer online game “Green My Place” aimed at achieving behavior transformation in energy awareness; Robert Niewiadomski and Dennis Anderson portray 3-D manufacturing as the beginning of common creativity revolution; Stephen Barrass takes 3-D printing to another dimension by fabricating an object from a sound recording; Mari Velonaki examines the element of surprise and touch sensing in human-robot interaction; and Roman Danylak surveys the media machines in light of Marshall McLuhan’s dictum “the medium is the message.” Digital Da Vinci: Computers in the Arts and Sciences is dedicated to polymathic education and interdisciplinary studies in the digital age empowered by computer science. Educators and researchers ought to encourage the new generation of scholars to become as well rounded as a Renaissance man or woman.
Interactive Mobile Communication Technologies and Learning
Author: Michael E. Auer
Publisher: Springer
ISBN: 3319751751
Category : Technology & Engineering
Languages : en
Pages : 984
Book Description
Interactive mobile technologies have now become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 11th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), which was held in Thessaloniki from 30 November to 01 December 2017. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have in the meanwhile become a central forum of the exchange of new research results and relevant trends, as well as best practices. This book contains papers in the fields of: Future Trends and Emerging Mobile Technologies Design and Development of Mobile Learning Apps and Content Mobile Games—Gamification and Mobile Learning Adaptive Mobile Environments Augmented Reality and Immersive Applications Tangible, Embedded and Embodied Interaction Interactive Collaborative and Blended Learning Digital Technology in Sports Mobile Health Care and Training Multimedia Learning in Music Education 5G Network Infrastructure Case Studies Real-World Experiences The content will appeal to a broad readership, including policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.
Publisher: Springer
ISBN: 3319751751
Category : Technology & Engineering
Languages : en
Pages : 984
Book Description
Interactive mobile technologies have now become the core of many—if not all—fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 11th International Conference on Interactive Mobile Communication, Technologies and Learning (IMCL2017), which was held in Thessaloniki from 30 November to 01 December 2017. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have in the meanwhile become a central forum of the exchange of new research results and relevant trends, as well as best practices. This book contains papers in the fields of: Future Trends and Emerging Mobile Technologies Design and Development of Mobile Learning Apps and Content Mobile Games—Gamification and Mobile Learning Adaptive Mobile Environments Augmented Reality and Immersive Applications Tangible, Embedded and Embodied Interaction Interactive Collaborative and Blended Learning Digital Technology in Sports Mobile Health Care and Training Multimedia Learning in Music Education 5G Network Infrastructure Case Studies Real-World Experiences The content will appeal to a broad readership, including policymakers, academics, educators, researchers in pedagogy and learning theory, school teachers, the learning industry, further education lecturers, etc.
Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends
Author: Dumova, Tatyana
Publisher: IGI Global
ISBN: 1605663697
Category : Business & Economics
Languages : en
Pages : 867
Book Description
"This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.
Publisher: IGI Global
ISBN: 1605663697
Category : Business & Economics
Languages : en
Pages : 867
Book Description
"This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.
Hands Down, Speak Out
Author: Kassia Omohundro Wedekind
Publisher: Taylor & Francis
ISBN: 1003841031
Category : Education
Languages : en
Pages : 249
Book Description
Math coach, Kassia Omohundro Wedekind and literacy coach, Christy Hermann Thompson, have spent years comparing notes on how to build effective classroom communities across the content areas. How, they wondered, can we lay the groundwork for classroom conversations that are less teacher-directed and more conducive to student-to-student dialogue? Their answers start with Hands-Down Conversations, an innovative discourse structure in which students' ideas and voices take the lead while teachers focus on listening and facilitating. In addition to classrom stories and examples, Christy and Kassia provide 28 micro-lessons designed to help K-5 students develop and excercise their speaking and listening muscles. Inside Hands Down, Speak Out you'll learn how to: Build talk communities that are accessible to everyone, especially those whose voices are often traditionally left out of classroom discourse. Analyze classroom conversations in order to plan next steps for developing the classroom talk community Plan and facilitate three types of conversations across literacy and math Christy and Kassia believe that the development of dialogue skills is worth the investment of time not only becuase it has the power to deepen our understanding of literacy and mathematics, but also to deepen our understanding of ourselves, our communities, and the world.
Publisher: Taylor & Francis
ISBN: 1003841031
Category : Education
Languages : en
Pages : 249
Book Description
Math coach, Kassia Omohundro Wedekind and literacy coach, Christy Hermann Thompson, have spent years comparing notes on how to build effective classroom communities across the content areas. How, they wondered, can we lay the groundwork for classroom conversations that are less teacher-directed and more conducive to student-to-student dialogue? Their answers start with Hands-Down Conversations, an innovative discourse structure in which students' ideas and voices take the lead while teachers focus on listening and facilitating. In addition to classrom stories and examples, Christy and Kassia provide 28 micro-lessons designed to help K-5 students develop and excercise their speaking and listening muscles. Inside Hands Down, Speak Out you'll learn how to: Build talk communities that are accessible to everyone, especially those whose voices are often traditionally left out of classroom discourse. Analyze classroom conversations in order to plan next steps for developing the classroom talk community Plan and facilitate three types of conversations across literacy and math Christy and Kassia believe that the development of dialogue skills is worth the investment of time not only becuase it has the power to deepen our understanding of literacy and mathematics, but also to deepen our understanding of ourselves, our communities, and the world.
The On-Your-Feet Guide to Blended Learning
Author: Catlin R. Tucker
Publisher: Corwin
ISBN: 9781544377995
Category : Education
Languages : en
Pages : 0
Book Description
Blended learning is more than just "teaching with technology"; it allows teachers to maximize learning through deliberate instructional moves. This On-Your-Feet Guide zeroes in on one blended learning routine: Station Rotation. The Station Rotation model moves small groups of students through a series of online and off-line stations, building conceptual understanding and skills along the way. This On-Your-Feet-Guide provides: 7 steps to planning a Station Rotation lesson A full example of one teacher's Station Rotation A blank planning template for designing your own Station Rotation Helpful assessment strategies for monitoring learning at each station Ideas to adapt for low-tech classrooms or large class sizes Use blended learning to maximize learning and keep kids constantly engaged through your next Station Rotation lesson! Laminated, 8.5”x11” tri-fold (6 pages), 3-hole punched
Publisher: Corwin
ISBN: 9781544377995
Category : Education
Languages : en
Pages : 0
Book Description
Blended learning is more than just "teaching with technology"; it allows teachers to maximize learning through deliberate instructional moves. This On-Your-Feet Guide zeroes in on one blended learning routine: Station Rotation. The Station Rotation model moves small groups of students through a series of online and off-line stations, building conceptual understanding and skills along the way. This On-Your-Feet-Guide provides: 7 steps to planning a Station Rotation lesson A full example of one teacher's Station Rotation A blank planning template for designing your own Station Rotation Helpful assessment strategies for monitoring learning at each station Ideas to adapt for low-tech classrooms or large class sizes Use blended learning to maximize learning and keep kids constantly engaged through your next Station Rotation lesson! Laminated, 8.5”x11” tri-fold (6 pages), 3-hole punched
Beyond Barbie and Mortal Kombat
Author: Yasmin B. Kafai
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422
Book Description
Brings together new media theorists, game designers, educators, psychologists and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422
Book Description
Brings together new media theorists, game designers, educators, psychologists and industry professionals, including some of the contributors to the earlier volume, to look at how gender intersects with the broader contexts of digital games today.