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Book SIGCSE 09   SIGCSE 2009

Download or read book SIGCSE 09 SIGCSE 2009 written by and published by . This book was released on 2009 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book SIGCSE 09

    Book Details:
  • Author : Technical Symposium on Computer Science Education. 40, 2009, Chattanooga, Tenn..
  • Publisher :
  • Release : 2009
  • ISBN :
  • Pages : 582 pages

Download or read book SIGCSE 09 written by Technical Symposium on Computer Science Education. 40, 2009, Chattanooga, Tenn.. and published by . This book was released on 2009 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Proceedings of the 40th ACM Technical Symposium on Computer Science Education

Download or read book Proceedings of the 40th ACM Technical Symposium on Computer Science Education written by Sue Fitzgerald and published by . This book was released on 2009 with total page 582 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Fourteenth Conference on Innovation and Technology in Computer Science Education

Download or read book Fourteenth Conference on Innovation and Technology in Computer Science Education written by Association for Computing Machinery. Special Interest Group on Computer Science Education and published by . This book was released on 2009 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book 40th ACM Technical Symposium on Computer Science Education

Download or read book 40th ACM Technical Symposium on Computer Science Education written by Susan Fitzgerald and published by . This book was released on 2009 with total page 579 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Guide to Teaching Computer Science

Download or read book Guide to Teaching Computer Science written by Orit Hazzan and published by Springer Nature. This book was released on 2020-08-05 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: This concise yet thorough textbook presents an active-learning model for the teaching of computer science. Offering both a conceptual framework and detailed implementation guidelines, the work is designed to support a Methods of Teaching Computer Science (MTCS) course, but may be applied to the teaching of any area of computer science at any level, from elementary school to university. This text is not limited to any specific curriculum or programming language, but instead suggests various options for lesson and syllabus organization. Fully updated and revised, the third edition features more than 40 new activities, bringing the total to more than 150, together with new chapters on computational thinking, data science, and soft concepts and soft skills. This edition also introduces new conceptual frameworks for teaching such as the MERge model, and new formats for the professional development of computer science educators. Topics and features: includes an extensive set of activities, to further support the pedagogical principles outlined in each chapter; discusses educational approaches to computational thinking, how to address soft concepts and skills in a MTCS course, and the pedagogy of data science (NEW); focuses on teaching methods, lab-based teaching, and research in computer science education, as well as on problem-solving strategies; examines how to recognize and address learners’ misconceptions, and the different types of questions teachers can use to vary their teaching methods; provides coverage of assessment, teaching planning, and designing a MTCS course; reviews high school teacher preparation programs, and how prospective teachers can gain experience in teaching computer science. This easy-to-follow textbook and teaching guide will prove invaluable to computer science educators within all frameworks, including university instructors and high school teachers, as well as to instructors of computer science teacher preparation programs.

Book Software Engineering Perspectives in Computer Game Development

Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-05 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives

Book Learner Centered Design of Computing Education

Download or read book Learner Centered Design of Computing Education written by MARK GUZDIAL and published by Springer Nature. This book was released on 2022-05-31 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience, should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn't just for the professional software developer. It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone.

Book Gender Considerations and Influence in the Digital Media and Gaming Industry

Download or read book Gender Considerations and Influence in the Digital Media and Gaming Industry written by Prescott, Julie and published by IGI Global. This book was released on 2014-06-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Book Practical Peer to Peer Teaching and Learning on the Social Web

Download or read book Practical Peer to Peer Teaching and Learning on the Social Web written by Hai-Jew, Shalin and published by IGI Global. This book was released on 2021-11-19 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: On the Social Web, people share their enthusiasms and expertise on almost every topic, and based on this, learners can find resources created by individuals with varying expertise. Through this trend and the wide availability of video cameras and authoring tools, people are creating DIY resources and sharing their knowledge, skills, and abilities broadly. While these resources are increasing in availability, what has not been explored is the effectiveness of these resources, peer-to-peer teaching and learning, and how well this content prepares learners for professional roles. Practical Peer-to-Peer Teaching and Learning on the Social Web explores the efficacies of online teaching and learning with materials by peers and provides insights into what is made available for teaching and learning by the broad public. It also considers intended and unintended outcomes of open-shared learning online and discusses practical ethics in teaching and learning online. Covering topics such as learner roles and instructional design, it is ideal for teachers, instructional designers and developers, software developers, user interface designers, researchers, academicians, and students.

Book Proceedings of the 14th Annual ACM Sigcse Conference on Innovation and Technology in Computer Science Education

Download or read book Proceedings of the 14th Annual ACM Sigcse Conference on Innovation and Technology in Computer Science Education written by Association for Computing Machinery and published by . This book was released on 2009-07-06 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: ITiCSE '09: Annual Conference on Innovation and Technology in Computer Science Education Jul 06, 2009-Jul 09, 2009 Paris, France. You can view more information about this proceeding and all of ACMs other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Book Crowdsourcing

Download or read book Crowdsourcing written by Wei Li and published by Springer. This book was released on 2015-05-28 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the latest research on the software crowdsourcing approach to develop large and complex software in a cloud-based platform. It develops the fundamental principles, management organization and processes, and a cloud-based infrastructure to support this new software development approach. The book examines a variety of issues in software crowdsourcing processes, including software quality, costs, diversity of solutions, and the competitive nature of crowdsourcing processes. Furthermore, the book outlines a research roadmap of this emerging field, including all the key technology and management issues for the foreseeable future. Crowdsourcing, as demonstrated by Wikipedia and Facebook for online web applications, has shown promising results for a variety of applications, including healthcare, business, gold mining exploration, education, and software development. Software crowdsourcing is emerging as a promising solution to designing, developing and maintaining software. Preliminary software crowdsourcing practices and platforms, including Apple's App Store and TopCoder, demonstrate the advantages of crowdsourcing in terms of software ecosystem expansion and product quality improvement.

Book Active Learning in College Science

Download or read book Active Learning in College Science written by Joel J. Mintzes and published by Springer Nature. This book was released on 2020-02-23 with total page 989 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores evidence-based practice in college science teaching. It is grounded in disciplinary education research by practicing scientists who have chosen to take Wieman’s (2014) challenge seriously, and to investigate claims about the efficacy of alternative strategies in college science teaching. In editing this book, we have chosen to showcase outstanding cases of exemplary practice supported by solid evidence, and to include practitioners who offer models of teaching and learning that meet the high standards of the scientific disciplines. Our intention is to let these distinguished scientists speak for themselves and to offer authentic guidance to those who seek models of excellence. Our primary audience consists of the thousands of dedicated faculty and graduate students who teach undergraduate science at community and technical colleges, 4-year liberal arts institutions, comprehensive regional campuses, and flagship research universities. In keeping with Wieman’s challenge, our primary focus has been on identifying classroom practices that encourage and support meaningful learning and conceptual understanding in the natural sciences. The content is structured as follows: after an Introduction based on Constructivist Learning Theory (Section I), the practices we explore are Eliciting Ideas and Encouraging Reflection (Section II); Using Clickers to Engage Students (Section III); Supporting Peer Interaction through Small Group Activities (Section IV); Restructuring Curriculum and Instruction (Section V); Rethinking the Physical Environment (Section VI); Enhancing Understanding with Technology (Section VII), and Assessing Understanding (Section VIII). The book’s final section (IX) is devoted to Professional Issues facing college and university faculty who choose to adopt active learning in their courses. The common feature underlying all of the strategies described in this book is their emphasis on actively engaging students who seek to make sense of natural objects and events. Many of the strategies we highlight emerge from a constructivist view of learning that has gained widespread acceptance in recent years. In this view, learners make sense of the world by forging connections between new ideas and those that are part of their existing knowledge base. For most students, that knowledge base is riddled with a host of naïve notions, misconceptions and alternative conceptions they have acquired throughout their lives. To a considerable extent, the job of the teacher is to coax out these ideas; to help students understand how their ideas differ from the scientifically accepted view; to assist as students restructure and reconcile their newly acquired knowledge; and to provide opportunities for students to evaluate what they have learned and apply it in novel circumstances. Clearly, this prescription demands far more than most college and university scientists have been prepared for.

Book Intelligent Technologies for Interactive Entertainment

Download or read book Intelligent Technologies for Interactive Entertainment written by Martin Clayton and published by Springer Nature. This book was released on with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Handbook of Research on Human Social Interaction in the Age of Mobile Devices

Download or read book Handbook of Research on Human Social Interaction in the Age of Mobile Devices written by Xu, Xiaoge and published by IGI Global. This book was released on 2016-06-16 with total page 569 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital innovations, such as mobile technologies, have had a significant impact on the way people relate to one another, as well as the way they obtain and distribute information. As mobile devices continue to evolve, it has become easier to socialize; however, these mobile advancements have also made certain aspects of interaction more complex. The Handbook of Research on Human Social Interaction in the Age of Mobile Devices features an interdisciplinary perspective on mobile innovations and the use of this technology in daily life. Investigating the successes, issues, and challenges of the utilization of mobile technology, this handbook of research is a comprehensive reference source for professionals, educators, policymakers, and students interested in the impact these devices have on digital interaction, media, and communication.

Book Past  Present and Future of Computing Education Research

Download or read book Past Present and Future of Computing Education Research written by Mikko Apiola and published by Springer Nature. This book was released on 2023-04-17 with total page 549 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of meta-studies, reviews, and scientometric analyses that together reveal a fresh picture about the past, present, and future of computing education research (CER) as a field of science. The book begins with three chapters that discuss and summarise meta-research about the foundations of CER, its disciplinary identity, and use of research methodologies and theories. Based on this, the book proceeds with several scientometric analyses, which explore authors and their collaboration networks, dissemination practices, international collaboration, and shifts in research focus over the years. Analyses of dissemination are deepened in two chapters that focus on some of the most influential publication venues of CER. The book also contains a series of country-, or region-level analyses, including chapters that focus on the evolution of CER in the Baltic Region, Finland, Australasia, Israel, and in the UK & Ireland. Two chapters present case studies of influential CER initiatives in Sweden and Namibia. This book also includes chapters that focus on CER conducted at school level, and cover crucially important issues such as technology ethics, algorithmic bias, and their implications for CER.In all, this book contributes to building an understanding of the past, present and future of CER. This book also contributes new practical guidelines, highlights topical areas of research, shows who to connect with, where to publish, and gives ideas of innovative research niches. The book takes a unique methodological approach by presenting a combination of meta-studies, scientometric analyses of publication metadata, and large-scale studies about the evolution of CER in different geographical regions. This book is intended for educational practitioners, researchers, students, and anyone interested in CER. This book was written in collaboration with some of the leading experts of the field.

Book ICT Education

    Book Details:
  • Author : Stefan Gruner
  • Publisher : Springer
  • Release : 2016-10-15
  • ISBN : 3319476807
  • Pages : 199 pages

Download or read book ICT Education written by Stefan Gruner and published by Springer. This book was released on 2016-10-15 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 45th Annual Conference of the Southern African Computer Lecturers' Association on ICT Education, SACLA 2016, held in Cullinan, South Africa, in July 2016. The three revised full papers and 13 work-in-progress papers presented together with two invited keynote papers were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on assessment methods, instruction methods, new curricula, social skills, and various experiences.