Powerful Ideas in the Classroom Using Squeak to Enhance Math and Science Learning

Powerful Ideas in the Classroom Using Squeak to Enhance Math and Science Learning PDF Author: B. J. Allen-Conn
Publisher: Viewpoints Research Institute, Inc.
ISBN: 9780974313108
Category : Juvenile Nonfiction
Languages : en
Pages : 104

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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

Squeak PDF Author: Stephane Ducasse
Publisher: Apress
ISBN: 1430200375
Category : Computers
Languages : en
Pages : 363

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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

Gaming and Simulations: Concepts, Methodologies, Tools and Applications PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1609601963
Category : Games & Activities
Languages : en
Pages : 2164

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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.

Interactive Mobile Communication Technologies and Learning

Interactive Mobile Communication Technologies and Learning PDF Author: Michael E. Auer
Publisher: Springer
ISBN: 3319751751
Category : Technology & Engineering
Languages : en
Pages : 984

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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.

Digital Da Vinci

Digital Da Vinci PDF Author: Newton Lee
Publisher: Springer
ISBN: 1493909657
Category : Computers
Languages : en
Pages : 303

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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.

Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends

Handbook of Research on Social Interaction Technologies and Collaboration Software: Concepts and Trends PDF Author: Dumova, Tatyana
Publisher: IGI Global
ISBN: 1605663697
Category : Business & Economics
Languages : en
Pages : 938

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Book Description
"This book explores the origin, structure, purpose, and function of socially interactive technologies known as social software"--Provided by publisher.

Beyond Barbie and Mortal Kombat

Beyond Barbie and Mortal Kombat PDF Author: Yasmin B. Kafai
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 422

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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.

Children's Books in Print

Children's Books in Print PDF Author: R R Bowker Publishing
Publisher: R. R. Bowker
ISBN:
Category : Children's literature
Languages : en
Pages : 1662

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Book Description


Children's Books in Print, 2007

Children's Books in Print, 2007 PDF Author:
Publisher:
ISBN: 9780835248518
Category : Authors
Languages : en
Pages :

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Book Description


Schools of Thought

Schools of Thought PDF Author: Rexford Brown
Publisher: Jossey-Bass
ISBN:
Category : Education
Languages : en
Pages : 322

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Book Description
As a result of his visits to classrooms across the nation, Brown has compiled an engaging, thought-provoking collection of classroom vignettes which show the ways in which national, state, and local school politics translate into changed classroom practices. "Captures the breadth, depth, and urgency of education reform".--Bill Clinton.