Author: Elliot Soloway
Publisher: Psychology Press
ISBN:
Category : Computers
Languages : en
Pages : 512
Book Description
Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.
Studying the Novice Programmer
Author: Elliot Soloway
Publisher: Psychology Press
ISBN:
Category : Computers
Languages : en
Pages : 512
Book Description
Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.
Publisher: Psychology Press
ISBN:
Category : Computers
Languages : en
Pages : 512
Book Description
Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.
Studying the Novice Programmer
Author: E. Soloway
Publisher: Psychology Press
ISBN: 131778619X
Category : Psychology
Languages : en
Pages : 575
Book Description
Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.
Publisher: Psychology Press
ISBN: 131778619X
Category : Psychology
Languages : en
Pages : 575
Book Description
Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.
The Cambridge Handbook of Computing Education Research
Author: Sally A. Fincher
Publisher:
ISBN: 1108756212
Category : Computers
Languages : en
Pages : 924
Book Description
This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.
Publisher:
ISBN: 1108756212
Category : Computers
Languages : en
Pages : 924
Book Description
This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.
97 Things Every Programmer Should Know
Author: Kevlin Henney
Publisher: O'Reilly Media
ISBN: 1449388965
Category : Computers
Languages : en
Pages : 257
Book Description
Tap into the wisdom of experts to learn what every programmer should know, no matter what language you use. With the 97 short and extremely useful tips for programmers in this book, you'll expand your skills by adopting new approaches to old problems, learning appropriate best practices, and honing your craft through sound advice. With contributions from some of the most experienced and respected practitioners in the industry--including Michael Feathers, Pete Goodliffe, Diomidis Spinellis, Cay Horstmann, Verity Stob, and many more--this book contains practical knowledge and principles that you can apply to all kinds of projects. A few of the 97 things you should know: "Code in the Language of the Domain" by Dan North "Write Tests for People" by Gerard Meszaros "Convenience Is Not an -ility" by Gregor Hohpe "Know Your IDE" by Heinz Kabutz "A Message to the Future" by Linda Rising "The Boy Scout Rule" by Robert C. Martin (Uncle Bob) "Beware the Share" by Udi Dahan
Publisher: O'Reilly Media
ISBN: 1449388965
Category : Computers
Languages : en
Pages : 257
Book Description
Tap into the wisdom of experts to learn what every programmer should know, no matter what language you use. With the 97 short and extremely useful tips for programmers in this book, you'll expand your skills by adopting new approaches to old problems, learning appropriate best practices, and honing your craft through sound advice. With contributions from some of the most experienced and respected practitioners in the industry--including Michael Feathers, Pete Goodliffe, Diomidis Spinellis, Cay Horstmann, Verity Stob, and many more--this book contains practical knowledge and principles that you can apply to all kinds of projects. A few of the 97 things you should know: "Code in the Language of the Domain" by Dan North "Write Tests for People" by Gerard Meszaros "Convenience Is Not an -ility" by Gregor Hohpe "Know Your IDE" by Heinz Kabutz "A Message to the Future" by Linda Rising "The Boy Scout Rule" by Robert C. Martin (Uncle Bob) "Beware the Share" by Udi Dahan
Computer Science Education Research
Author: Sally Fincher
Publisher: CRC Press
ISBN: 9026519699
Category : Business & Economics
Languages : en
Pages : 252
Book Description
This book provides an overview of how to approach computer science education research from a pragmatic perspective. It represents the diversity of traditions and approaches inherent in this interdisciplinary area, while also providing a structure within which to make sense of that diversity. It provides multiple 'entry points'- to literature, to methods, to topics Part One, 'The Field and the Endeavor', frames the nature and conduct of research in computer science education. Part Two, 'Perspectives and Approaches', provides a number of grounded chapters on particular topics or themes, written by experts in each domain. These chapters cover the following topics: * design * novice misconceptions * programming environments for novices * algorithm visualisation * a schema theory view on learning to program * critical theory as a theoretical approach to computer science education research Juxtaposed and taken together, these chapters indicate just how varied the perspectives and research approaches can be. These chapters, too, act as entry points, with illustrations drawn from published work.
Publisher: CRC Press
ISBN: 9026519699
Category : Business & Economics
Languages : en
Pages : 252
Book Description
This book provides an overview of how to approach computer science education research from a pragmatic perspective. It represents the diversity of traditions and approaches inherent in this interdisciplinary area, while also providing a structure within which to make sense of that diversity. It provides multiple 'entry points'- to literature, to methods, to topics Part One, 'The Field and the Endeavor', frames the nature and conduct of research in computer science education. Part Two, 'Perspectives and Approaches', provides a number of grounded chapters on particular topics or themes, written by experts in each domain. These chapters cover the following topics: * design * novice misconceptions * programming environments for novices * algorithm visualisation * a schema theory view on learning to program * critical theory as a theoretical approach to computer science education research Juxtaposed and taken together, these chapters indicate just how varied the perspectives and research approaches can be. These chapters, too, act as entry points, with illustrations drawn from published work.
Beyond the Basic Stuff with Python
Author: Al Sweigart
Publisher: No Starch Press
ISBN: 1593279663
Category : Computers
Languages : en
Pages : 385
Book Description
BRIDGE THE GAP BETWEEN NOVICE AND PROFESSIONAL You've completed a basic Python programming tutorial or finished Al Sweigart's bestseller, Automate the Boring Stuff with Python. What's the next step toward becoming a capable, confident software developer? Welcome to Beyond the Basic Stuff with Python. More than a mere collection of advanced syntax and masterful tips for writing clean code, you'll learn how to advance your Python programming skills by using the command line and other professional tools like code formatters, type checkers, linters, and version control. Sweigart takes you through best practices for setting up your development environment, naming variables, and improving readability, then tackles documentation, organization and performance measurement, as well as object-oriented design and the Big-O algorithm analysis commonly used in coding interviews. The skills you learn will boost your ability to program--not just in Python but in any language. You'll learn: Coding style, and how to use Python's Black auto-formatting tool for cleaner code Common sources of bugs, and how to detect them with static analyzers How to structure the files in your code projects with the Cookiecutter template tool Functional programming techniques like lambda and higher-order functions How to profile the speed of your code with Python's built-in timeit and cProfile modules The computer science behind Big-O algorithm analysis How to make your comments and docstrings informative, and how often to write them How to create classes in object-oriented programming, and why they're used to organize code Toward the end of the book you'll read a detailed source-code breakdown of two classic command-line games, the Tower of Hanoi (a logic puzzle) and Four-in-a-Row (a two-player tile-dropping game), and a breakdown of how their code follows the book's best practices. You'll test your skills by implementing the program yourself. Of course, no single book can make you a professional software developer. But Beyond the Basic Stuff with Python will get you further down that path and make you a better programmer, as you learn to write readable code that's easy to debug and perfectly Pythonic Requirements: Covers Python 3.6 and higher
Publisher: No Starch Press
ISBN: 1593279663
Category : Computers
Languages : en
Pages : 385
Book Description
BRIDGE THE GAP BETWEEN NOVICE AND PROFESSIONAL You've completed a basic Python programming tutorial or finished Al Sweigart's bestseller, Automate the Boring Stuff with Python. What's the next step toward becoming a capable, confident software developer? Welcome to Beyond the Basic Stuff with Python. More than a mere collection of advanced syntax and masterful tips for writing clean code, you'll learn how to advance your Python programming skills by using the command line and other professional tools like code formatters, type checkers, linters, and version control. Sweigart takes you through best practices for setting up your development environment, naming variables, and improving readability, then tackles documentation, organization and performance measurement, as well as object-oriented design and the Big-O algorithm analysis commonly used in coding interviews. The skills you learn will boost your ability to program--not just in Python but in any language. You'll learn: Coding style, and how to use Python's Black auto-formatting tool for cleaner code Common sources of bugs, and how to detect them with static analyzers How to structure the files in your code projects with the Cookiecutter template tool Functional programming techniques like lambda and higher-order functions How to profile the speed of your code with Python's built-in timeit and cProfile modules The computer science behind Big-O algorithm analysis How to make your comments and docstrings informative, and how often to write them How to create classes in object-oriented programming, and why they're used to organize code Toward the end of the book you'll read a detailed source-code breakdown of two classic command-line games, the Tower of Hanoi (a logic puzzle) and Four-in-a-Row (a two-player tile-dropping game), and a breakdown of how their code follows the book's best practices. You'll test your skills by implementing the program yourself. Of course, no single book can make you a professional software developer. But Beyond the Basic Stuff with Python will get you further down that path and make you a better programmer, as you learn to write readable code that's easy to debug and perfectly Pythonic Requirements: Covers Python 3.6 and higher
You Can Program in C++
Author: Francis Glassborow
Publisher: John Wiley & Sons
ISBN: 0470058021
Category : Computers
Languages : en
Pages : 388
Book Description
An interactive and fun way to learn C++, one of the most popular high-level programming languages for graphic applications This unique, hands-on approach to learning C++ makes the experience fun and interesting by offering the opportunity for readers to get started on real coding Features numerous examples and project ideas as well as GUI and audio extensions so readers can get instant feedback - in addition to instant gratification from producing a program that works Written by one of the world's leading authorities on C and C++, the book includes invaluable reference sections at the end of each chapter Discusses modern C++ idioms, which are often neglected in other publications
Publisher: John Wiley & Sons
ISBN: 0470058021
Category : Computers
Languages : en
Pages : 388
Book Description
An interactive and fun way to learn C++, one of the most popular high-level programming languages for graphic applications This unique, hands-on approach to learning C++ makes the experience fun and interesting by offering the opportunity for readers to get started on real coding Features numerous examples and project ideas as well as GUI and audio extensions so readers can get instant feedback - in addition to instant gratification from producing a program that works Written by one of the world's leading authorities on C and C++, the book includes invaluable reference sections at the end of each chapter Discusses modern C++ idioms, which are often neglected in other publications
Invent Your Own Computer Games with Python, 4th Edition
Author: Al Sweigart
Publisher: No Starch Press
ISBN: 1593277954
Category : Computers
Languages : en
Pages : 377
Book Description
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
Publisher: No Starch Press
ISBN: 1593277954
Category : Computers
Languages : en
Pages : 377
Book Description
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.
Think Like a Programmer
Author: V. Anton Spraul
Publisher: No Starch Press
ISBN: 1593274564
Category : Computers
Languages : en
Pages : 260
Book Description
The real challenge of programming isn't learning a language's syntax—it's learning to creatively solve problems so you can build something great. In this one-of-a-kind text, author V. Anton Spraul breaks down the ways that programmers solve problems and teaches you what other introductory books often ignore: how to Think Like a Programmer. Each chapter tackles a single programming concept, like classes, pointers, and recursion, and open-ended exercises throughout challenge you to apply your knowledge. You'll also learn how to: –Split problems into discrete components to make them easier to solve –Make the most of code reuse with functions, classes, and libraries –Pick the perfect data structure for a particular job –Master more advanced programming tools like recursion and dynamic memory –Organize your thoughts and develop strategies to tackle particular types of problems Although the book's examples are written in C++, the creative problem-solving concepts they illustrate go beyond any particular language; in fact, they often reach outside the realm of computer science. As the most skillful programmers know, writing great code is a creative art—and the first step in creating your masterpiece is learning to Think Like a Programmer.
Publisher: No Starch Press
ISBN: 1593274564
Category : Computers
Languages : en
Pages : 260
Book Description
The real challenge of programming isn't learning a language's syntax—it's learning to creatively solve problems so you can build something great. In this one-of-a-kind text, author V. Anton Spraul breaks down the ways that programmers solve problems and teaches you what other introductory books often ignore: how to Think Like a Programmer. Each chapter tackles a single programming concept, like classes, pointers, and recursion, and open-ended exercises throughout challenge you to apply your knowledge. You'll also learn how to: –Split problems into discrete components to make them easier to solve –Make the most of code reuse with functions, classes, and libraries –Pick the perfect data structure for a particular job –Master more advanced programming tools like recursion and dynamic memory –Organize your thoughts and develop strategies to tackle particular types of problems Although the book's examples are written in C++, the creative problem-solving concepts they illustrate go beyond any particular language; in fact, they often reach outside the realm of computer science. As the most skillful programmers know, writing great code is a creative art—and the first step in creating your masterpiece is learning to Think Like a Programmer.
A Programmer's Introduction to Mathematics
Author: Jeremy Kun
Publisher:
ISBN:
Category :
Languages : en
Pages : 400
Book Description
A Programmer's Introduction to Mathematics uses your familiarity with ideas from programming and software to teach mathematics. You'll learn about the central objects and theorems of mathematics, including graphs, calculus, linear algebra, eigenvalues, optimization, and more. You'll also be immersed in the often unspoken cultural attitudes of mathematics, learning both how to read and write proofs while understanding why mathematics is the way it is. Between each technical chapter is an essay describing a different aspect of mathematical culture, and discussions of the insights and meta-insights that constitute mathematical intuition. As you learn, we'll use new mathematical ideas to create wondrous programs, from cryptographic schemes to neural networks to hyperbolic tessellations. Each chapter also contains a set of exercises that have you actively explore mathematical topics on your own. In short, this book will teach you to engage with mathematics. A Programmer's Introduction to Mathematics is written by Jeremy Kun, who has been writing about math and programming for 10 years on his blog "Math Intersect Programming." As of 2020, he works in datacenter optimization at Google.The second edition includes revisions to most chapters, some reorganized content and rewritten proofs, and the addition of three appendices.
Publisher:
ISBN:
Category :
Languages : en
Pages : 400
Book Description
A Programmer's Introduction to Mathematics uses your familiarity with ideas from programming and software to teach mathematics. You'll learn about the central objects and theorems of mathematics, including graphs, calculus, linear algebra, eigenvalues, optimization, and more. You'll also be immersed in the often unspoken cultural attitudes of mathematics, learning both how to read and write proofs while understanding why mathematics is the way it is. Between each technical chapter is an essay describing a different aspect of mathematical culture, and discussions of the insights and meta-insights that constitute mathematical intuition. As you learn, we'll use new mathematical ideas to create wondrous programs, from cryptographic schemes to neural networks to hyperbolic tessellations. Each chapter also contains a set of exercises that have you actively explore mathematical topics on your own. In short, this book will teach you to engage with mathematics. A Programmer's Introduction to Mathematics is written by Jeremy Kun, who has been writing about math and programming for 10 years on his blog "Math Intersect Programming." As of 2020, he works in datacenter optimization at Google.The second edition includes revisions to most chapters, some reorganized content and rewritten proofs, and the addition of three appendices.