Creative Programming

Nonfiction, Computers, Application Software, Educational Software, Computer Hardware, Personal Computers, General Computing, Skills
Cover of the book Creative Programming by Potter, Geoff, ITCA Digital 
Education Systems
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Potter, Geoff ISBN: 9780986744082
Publisher: ITCA Digital Education Systems Publication: September 1, 2012
Imprint: Language: English
Author: Potter, Geoff
ISBN: 9780986744082
Publisher: ITCA Digital Education Systems
Publication: September 1, 2012
Imprint:
Language: English
This is the ninth book in a series of ten electronic books designed to educate young children and school-age students about information technologies and the digital world they live in. Who will benefit from this book? This book is most suitable for students in their senior grade levels. It is also veryhelpful for teachers introducing ICT or integrating it into the curriculum. Contents: Book Nine comprises five modules: Module 1: Algorithms. In this module the student is introduced to the basic structure of programming, the algorithm. Related information, such as perfect numbers and the lives and work of some of the world's greatest theorists, is also included to provide an understanding of the relationship between mathematics, history and human experience. Unit One: Introducing Algorithms. Unit Two: Computing Algorithms.Web Quest: The Environment. Module 2: Java.This module instructs the student in Java programming and to understand terms such as "platform", "operating systems" and "object-oriented". The module also focuses on identification of Java objects and how to incorporate them into a programming sequence. Unit One: Working With Objects. Unit Two: Writing An Applet In Java. Unit Three: Java Arrays. Unit Four: Conditionals And Loops. Unit Five: Java Graphics. Unit Six: Java Plug-Ins. Web Quest: Education. Module 3: Visual Literacy. In this module the student will learn how to interpret, appreciate and create visual communications: how the science and technologies of image construction blend with human visual perception to produce visual literacy. Additionally the student will learn how to use digital technologies to create visual images. Unit One: Observing and Interpreting Pictures. Unit Two: Digital Photography. Module 4: C++. This module introduces the student to the C++ programming language, and programming skills. Specific areas instructed include: C++ data types, writing functions, conditionals and loops. Unit One: The Basics Of C++ Language. Module 5: Javascript. In this module the student can study the skills of JavaScript programming and the applications of JavaScript. Specifically the student will be instructed in scripting, animating graphics and JavaScript frames, cookies and plug-ins. Unit One: Javascript Basics. Unit Two: Scripting. Unit Three: Animating Graphics With Javascript. Unit Four: Javascript Frames.Unit Five: Javascript And Cookies.Unit Six: Javascript And Plug-Ins. The book is colorful, creative and contains many challenges and activities designed to help young students understand how digital technologies work and how they may efficiently use them to learn and communicate. All software recommended for this book is Open Source. The book also contains an integrated Continuous Assessment process which may be of value in some educational environments. Modules at each level are divided into skills and knowledge-focused units. At the end of each unit students may describe what they have learned and their parent or teacher may award points for each item covered. Marks may be accumulated throughout the school year. A grade based upon the total points accumulated may be awarded at any time during the year. There are no tests or examinations in this program. What are the intended uses of this book? 1. This book is designed to support both teachers and students in existing ICT curricula and may be useful in areas such as Science, Language Arts, Mathematics and the Arts. 2.The book supports public and private education systems instruction and skills training programs to ensure that young people possess the knowledge and skills to function in a digital society, and ultimately to prepare them for entry into higher education and an increasingly digital and computer-based workforce. 3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
This is the ninth book in a series of ten electronic books designed to educate young children and school-age students about information technologies and the digital world they live in. Who will benefit from this book? This book is most suitable for students in their senior grade levels. It is also veryhelpful for teachers introducing ICT or integrating it into the curriculum. Contents: Book Nine comprises five modules: Module 1: Algorithms. In this module the student is introduced to the basic structure of programming, the algorithm. Related information, such as perfect numbers and the lives and work of some of the world's greatest theorists, is also included to provide an understanding of the relationship between mathematics, history and human experience. Unit One: Introducing Algorithms. Unit Two: Computing Algorithms.Web Quest: The Environment. Module 2: Java.This module instructs the student in Java programming and to understand terms such as "platform", "operating systems" and "object-oriented". The module also focuses on identification of Java objects and how to incorporate them into a programming sequence. Unit One: Working With Objects. Unit Two: Writing An Applet In Java. Unit Three: Java Arrays. Unit Four: Conditionals And Loops. Unit Five: Java Graphics. Unit Six: Java Plug-Ins. Web Quest: Education. Module 3: Visual Literacy. In this module the student will learn how to interpret, appreciate and create visual communications: how the science and technologies of image construction blend with human visual perception to produce visual literacy. Additionally the student will learn how to use digital technologies to create visual images. Unit One: Observing and Interpreting Pictures. Unit Two: Digital Photography. Module 4: C++. This module introduces the student to the C++ programming language, and programming skills. Specific areas instructed include: C++ data types, writing functions, conditionals and loops. Unit One: The Basics Of C++ Language. Module 5: Javascript. In this module the student can study the skills of JavaScript programming and the applications of JavaScript. Specifically the student will be instructed in scripting, animating graphics and JavaScript frames, cookies and plug-ins. Unit One: Javascript Basics. Unit Two: Scripting. Unit Three: Animating Graphics With Javascript. Unit Four: Javascript Frames.Unit Five: Javascript And Cookies.Unit Six: Javascript And Plug-Ins. The book is colorful, creative and contains many challenges and activities designed to help young students understand how digital technologies work and how they may efficiently use them to learn and communicate. All software recommended for this book is Open Source. The book also contains an integrated Continuous Assessment process which may be of value in some educational environments. Modules at each level are divided into skills and knowledge-focused units. At the end of each unit students may describe what they have learned and their parent or teacher may award points for each item covered. Marks may be accumulated throughout the school year. A grade based upon the total points accumulated may be awarded at any time during the year. There are no tests or examinations in this program. What are the intended uses of this book? 1. This book is designed to support both teachers and students in existing ICT curricula and may be useful in areas such as Science, Language Arts, Mathematics and the Arts. 2.The book supports public and private education systems instruction and skills training programs to ensure that young people possess the knowledge and skills to function in a digital society, and ultimately to prepare them for entry into higher education and an increasingly digital and computer-based workforce. 3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.

More books from Skills

Cover of the book CompTIA Network+ N10-006 Quick Refernce by Potter, Geoff
Cover of the book The Craft of Professional Writing by Potter, Geoff
Cover of the book Business Basics for Musicians by Potter, Geoff
Cover of the book Whitetail Tactics by Potter, Geoff
Cover of the book The Craft of Scientific Communication by Potter, Geoff
Cover of the book When the Pressure's On by Potter, Geoff
Cover of the book Lipsmackin' Vegetarian Backpackin' by Potter, Geoff
Cover of the book CCDA Quick Reference Sheets by Potter, Geoff
Cover of the book ITIL Intermediate Certification Companion Study Guide by Potter, Geoff
Cover of the book The GPA Game by Potter, Geoff
Cover of the book U.S. Marine Combat Conditioning by Potter, Geoff
Cover of the book Rethink Reading Strategies by Potter, Geoff
Cover of the book The Circle of Innovation by Potter, Geoff
Cover of the book Thinking Theme: The Heart of the Matter by Potter, Geoff
Cover of the book The Daily Edge by Potter, Geoff
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy