Released on 2015-11-13Categories Computers

Code-It Workbook 4: Problem Solving Using Scratch

Code-It Workbook 4: Problem Solving Using Scratch

Author: Phil Bagge

Publisher: Legend Press Ltd

ISBN: 9781800317963

Category: Computers

Page: 80

View: 778

Code IT Primary Programming Series Basic computer coding is now among the most important skills a child can have for their future. There are many programming languages designed specifically for children to begin their studies, but the Scratch programming language, already recognised in schools around the world, is widely considered as the ideal place to begin programming in early education. The highly successful Code-It series is a comprehensive guide to teaching Scratch to children in a classroom setting. It is designed for the UK-based KS2 curriculum but can easily be used to supplement other programming courses for children between the ages of 7 and 11. There are four pupil workbooks designed to work in conjunction with the Code-It teacher handbook. They provide structure and resources for the children, including optional homework activities to extend to learning outside the classroom. Workbook 4 explains how to think, program and debug exciting programming projects such as Times Tables Game, Perimeter, Clock, Cartesian Coordinates, Translation, Enlargement & Rotation, Primary Games Maker, Tilt Switch and Chat Bot. It also outlines how to use analytical computational thinking skills of algorithm design, algorithm evaluation, decomposition and generalisation; extend resilience and problem solving through the computational doing skills of converting algorithm into code and debugging; develop pupils' knowledge of sequence, repetition, selection and variable use; and program Lego models using Lego Wedo and Scratch.
Released on 2015-11-13Categories Computers

Code-It Workbook 2: Choices In Programming Using Scratch

Code-It Workbook 2: Choices In Programming Using Scratch

Author: Phil Bagge

Publisher: Legend Press Ltd

ISBN: 9781800317949

Category: Computers

Page: 80

View: 465

Code IT Primary Programming Series Basic computer coding is now among the most important skills a child can have for their future. There are many programming languages designed specifically for children to begin their studies, but the Scratch programming language, already recognised in schools around the world, is widely considered as the ideal place to begin programming in early education. The highly successful Code-It series is a comprehensive guide to teaching Scratch to children in a classroom setting. It is designed for the UK-based KS2 curriculum but can easily be used to supplement other programming courses for children between the ages of 7 and 11. There are four pupil workbooks designed to work in conjunction with the Code-It teacher handbook. They provide structure and resources for the children, including optional homework activities to extend to learning outside the classroom. Workbook 2 explains how to think, program and debug exciting programming projects such as Maths Quiz, Music Algorithm to Music Code, Slug Trail Game, Selection Investigation and Teach Your Computer To Do Maths . It also outlines how to use analytical computational thinking skills for algorithm design, algorithm evaluation, decomposition and generalisation; extend resilience and problem solving through the computational doing skills of converting algorithm into code and debugging; and consolidate sequence and repetition in programming whilst introducing selection and variable use.
Released on 2015-11-30Categories Computers

Code-It: How To Teach Primary Programming Using Scratch

Code-It: How To Teach Primary Programming Using Scratch

Author: Phil Bagge

Publisher: Legend Press Ltd

ISBN: 9781800317970

Category: Computers

Page: 256

View: 153

The Scratch: The ideal place to begin programming! Key Stage 2 Programming Curriculum Guide . Most primary teachers and pupils have little – if any – experience programming. This book, classroom-tested and perfected by the author through his website code-it.co.uk, aids teachers in providing Key Stage 2 pupils with an exciting and challenging computer science curriculum. Code It can be used to supplement existing programming modules or as a complete KS2 computer science program of study. It contains a series of programming projects that gradually introduce pupils to algorithm design and evaluation, generalisation and decomposition. Pupils will learn how to use sequence, repetition, selection and variables through becoming creators of a wide variety of programming projects. Maths, literacy, humanities, gaming, music and control skills are all put to the test. There are four pupil workbooks to provide structure, resources and home learning links. These are designed to work in conjunction with the teacher book. A growing bank of online videos are also available, designed to help teachers improve their own skills and take full advantage of the cross-curricular benefits of developing depth in programming. The Scratch programming language, already widely recognised in schools, is freely accessible online or as a download at home. Scratch is the ideal place to begin programming as there is no other system that allows pupils to create such a wide variety of projects across primary and secondary education. It also enables pupils to extend their understanding independently through the Scratch online community – the new computing curriculum is truly transformational!
Released on 2017-02-14Categories Juvenile Nonfiction

DK Workbooks: Scratch Challenge Workbook

DK Workbooks: Scratch Challenge Workbook

Author: Dorling Kindersley Publishing Staff

Publisher: DK Children

ISBN: 1465456864

Category: Juvenile Nonfiction

Page: 40

View: 376

Perfect for budding computer whizzes ages 6-9 who are ready to move on from coding beginner projects in Scratch, this highly visual workbook is filled with challenges utilizing the free computer coding programming language. A great second step after DK's beginner Scratch workbooks, DK Workbooks: Scratch Challenge Workbook shows kids how to create even bigger and better projects in Scratch through fun, hands-on learning experiences, but with the same easy-to-follow directions and fun pixel art. All they need is a desktop or laptop with Adobe 10.2 or later, and an Internet connection to download Scratch 2.0. Coding can be done without download on https://scratch.mit.edu. Kids can make their own music, build more intricate computer games, and even use their webcam to be a part of their own projects. This workbook is filled with open-ended projects that use art, music, sound effects, and math and can be shared online with friends. Kids can even test their coding knowledge with written vocabulary and programming quizzes at the end of each challenge. Supporting STEM education initiatives, computer coding teaches kids how to think creatively, work collaboratively, and reason systematically, and is quickly becoming a necessary and sought-after skill. DK's computer coding books are full of fun exercises with step-by-step guidance, making them the perfect introductory tools for building vital skills in computer programming.
Released on 2020-12-21Categories Computers

Classic Computer Science Problems in Java

Classic Computer Science Problems in Java

Author: David Kopec

Publisher: Simon and Schuster

ISBN: 9781638356547

Category: Computers

Page: 264

View: 658

Sharpen your coding skills by exploring established computer science problems! Classic Computer Science Problems in Java challenges you with time-tested scenarios and algorithms. Summary Sharpen your coding skills by exploring established computer science problems! Classic Computer Science Problems in Java challenges you with time-tested scenarios and algorithms. You’ll work through a series of exercises based in computer science fundamentals that are designed to improve your software development abilities, improve your understanding of artificial intelligence, and even prepare you to ace an interview. As you work through examples in search, clustering, graphs, and more, you'll remember important things you've forgotten and discover classic solutions to your "new" problems! Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the technology Whatever software development problem you’re facing, odds are someone has already uncovered a solution. This book collects the most useful solutions devised, guiding you through a variety of challenges and tried-and-true problem-solving techniques. The principles and algorithms presented here are guaranteed to save you countless hours in project after project. About the book Classic Computer Science Problems in Java is a master class in computer programming designed around 55 exercises that have been used in computer science classrooms for years. You’ll work through hands-on examples as you explore core algorithms, constraint problems, AI applications, and much more. What's inside Recursion, memoization, and bit manipulation Search, graph, and genetic algorithms Constraint-satisfaction problems K-means clustering, neural networks, and adversarial search About the reader For intermediate Java programmers. About the author David Kopec is an assistant professor of Computer Science and Innovation at Champlain College in Burlington, Vermont. Table of Contents 1 Small problems 2 Search problems 3 Constraint-satisfaction problems 4 Graph problems 5 Genetic algorithms 6 K-means clustering 7 Fairly simple neural networks 8 Adversarial search 9 Miscellaneous problems 10 Interview with Brian Goetz
Released on 2018-12-24Categories Medical

Problem Solving in Chest Imaging E-Book

Problem Solving in Chest Imaging E-Book

Author: Subba R. Digumarthy

Publisher: Elsevier Health Sciences

ISBN: 9780323295352

Category: Medical

Page: 592

View: 693

Optimize diagnostic accuracy with Problem Solving in Chest Imaging, a new volume in the Problem Solving in Radiology series. This concise title offers quick, authoritative guidance from experienced radiologists who focus on the problematic conditions you’re likely to see—and how to reach an accurate diagnosis in an efficient manner. Addresses the practical aspects of chest imaging—perfect for practitioners, fellows, and senior level residents who may or may not specialize in chest radiology, but need to use and understand it. Helps you make optimal use of the latest imaging techniques and achieve confident diagnoses. Presents content by organ system and commonly encountered problems, with problem solving techniques integrated throughout. Features more than 1,500 high-quality images that provide a clear picture of what to look for when interpreting studies. Focuses on the core knowledge needed for successful results, covering anatomy, imaging techniques, imaging approach, entities by pathologic disease and anatomic region, and special situations. Key topics include Diffuse Lung Disease, Neoplasms of the Lung and Airways, Interstitial Lung Disease, Smoking-Related Lung Diseases, and Cardiovascular Disease. Shows how to avoid common problems that can lead to an incorrect diagnosis. Tables and boxes with tips, pitfalls, and other teaching points show you what to look for, while problem-solving advice helps you make sound clinical decisions.
Released on 2020-10-22Categories Mathematics

PETSc for Partial Differential Equations: Numerical Solutions in C and Python

PETSc for Partial Differential Equations: Numerical Solutions in C and Python

Author: Ed Bueler

Publisher: SIAM

ISBN: 9781611976311

Category: Mathematics

Page: 407

View: 290

The Portable, Extensible Toolkit for Scientific Computation (PETSc) is an open-source library of advanced data structures and methods for solving linear and nonlinear equations and for managing discretizations. This book uses these modern numerical tools to demonstrate how to solve nonlinear partial differential equations (PDEs) in parallel. It starts from key mathematical concepts, such as Krylov space methods, preconditioning, multigrid, and Newton’s method. In PETSc these components are composed at run time into fast solvers. Discretizations are introduced from the beginning, with an emphasis on finite difference and finite element methodologies. The example C programs of the first 12 chapters, listed on the inside front cover, solve (mostly) elliptic and parabolic PDE problems. Discretization leads to large, sparse, and generally nonlinear systems of algebraic equations. For such problems, mathematical solver concepts are explained and illustrated through the examples, with sufficient context to speed further development. PETSc for Partial Differential Equations addresses both discretizations and fast solvers for PDEs, emphasizing practice more than theory. Well-structured examples lead to run-time choices that result in high solver performance and parallel scalability. The last two chapters build on the reader’s understanding of fast solver concepts when applying the Firedrake Python finite element solver library. This textbook, the first to cover PETSc programming for nonlinear PDEs, provides an on-ramp for graduate students and researchers to a major area of high-performance computing for science and engineering. It is suitable as a supplement for courses in scientific computing or numerical methods for differential equations.
Released on 2018-09-09Categories

Code Crafter 2: Intermediate - Students Book and Workbook

Code Crafter 2: Intermediate - Students Book and Workbook

Author: Nicholas Holden

Publisher:

ISBN: 1726261085

Category:

Page: 146

View: 751

Learn how to create computer programs for videogames, animations and robotics projects using Scratch. Ages 7 -14 years. Updated for Scratch version 3.0Aprender crear programas de ordenadores para videojuegos, animaciones y proyectos de robótica en inglés usando Scratch. Edades 7 a 14 años. Actualizado para Scratch versión 3.0What's in this book?Full lessons with detailed instructions and explanationsWorkbook Activities and Exercises to solidify learningCoding Challenges to test skills and practise creativityThis book can be used as...A fun and engaging way to teach programming concepts and techniques to students aged 7-14.Complete course material for a full, year-long extracurricular programming and robotics class.Extra material for teachers who wish to introduce coding and robotics to their pupils.A way for imaginative, future engineers to become familiar with real life programming and robotics terminology and concepts from an early age.A fun home study guide for young learners to start programming and to develop important logical and problem-solving skills while practising creativity.The material in this textbook is aimed at young students aged from 7 to 14 years. The material may be used to teach programming and robotics concepts to students in either a normal classroom environment or in an extra-curricular program. The programming language used is Scratch.Scratch is a programming language and online community where you can create your own interactive stories, games, and animations -- and share your creations with others around the world. In the process of designing and programming Scratch projects, young people learn to think creatively, reason systematically, and work collaboratively. Scratch is a project of the Lifelong Kindergarten group at the MIT Media Lab. It is available for free at https://scratch.mit.eduHow to use this bookFor students...As a student of programming and robotics you should follow the instructions in this book carefully in order to complete the lessons. As you will have seen in Book 1, throughout each lesson you will see a helper robot. His job is to help you to understand the code and to complete code-building exercises.You will also see many checkpoints. A checkpoint tells you how to check the work you have done. It's important that you perform each check before continuing to the next step. Learning how and when to check your work will keep you from getting lost and help you fix mistakes faster.As always, feel free to experiment. Be creative! Create your own projects, share ideas with your friends and classmates. Take pride in your creations and always try to do your best. Good luck!For teachers...There are 5 lessons, 4 robotics projects and 3 Videogame projects in this book. Each lesson or project will take a different number of hours to complete. The material in this book will cover an entire school year where class time is approximately 3 - 6 hours a week. At the end of each lesson you will find workbook exercises to check understanding of concepts covered in the lesson. At the beginning of each lesson you will find a table outlining the main learning objectives of each lesson. Robotics Projects 1 - 4: These sections provide a space for students to write a brief description of the project as well as provide sketches, diagrams, flowcharts and coding ideas.For a more in-depth look at how to use this book in your classes as well as extra teaching material such as coding exercises, robotics project ideas and exams, please refer to the teachers' book 'Code Crafter 2: Teachers' Book'.Other Books in the series: Code Crafter 1: Beginner Students' Book and Workbook
Released on 2021-11-25Categories Computers

Build and Code Creative Robots with LEGO BOOST

Build and Code Creative Robots with LEGO BOOST

Author: Ashwin Shah

Publisher: Packt Publishing Ltd

ISBN: 9781801076388

Category: Computers

Page: 428

View: 220

Have fun with LEGO BOOST and Scratch programming while building smart robots that can interact with the world around you Key FeaturesGet up to speed with building your first LEGO BOOST robotic modelBuild interesting robotics prototypes that can perform tasks just like real-life machinesDiscover exciting projects to bring classic LEGO bricks to life using motors and sensorsBook Description LEGO BOOST is a feature-rich creative toolbox that helps kids to develop science, technology, engineering, and mathematics (STEM) skills in a fun way. The LEGO BOOST kit consists of motors, sensors, and more than 840 LEGO pieces to bring various multifunctional robots to life. This book will take you on an interesting and enjoyable journey where you will have fun building robots while developing your problem-solving and logical thinking skills. This book is an end-to-end guide that will take you from a beginner to expert level of robot building with LEGO BOOST and Scratch. Starting with the unboxing and a brief introduction to LEGO BOOST, you'll quickly get your first robotic model up and running. You'll understand how to use the electronic and non-electronic components and have fun building a range of intriguing robotics projects with increasing complexity and advanced functionality. Throughout the book, you'll work on a variety of amazing projects, such as building your own R2D2, a fictional character from Star Wars, that will pique your curiosity to learn robotics and help you explore the full potential of the LEGO BOOST kit. Once you've had fun working with the projects, you'll be introduced to an interesting challenge for you to solve by yourself! By the end of this book, you'll have gained the skills to build creative robotics projects with the LEGO BOOST creative toolbox, and have built on your logical thinking and problem-solving skills. What you will learnUnbox the LEGO BOOST kit and understand how to get startedBuild simple robots with gears and sensorsDiscover the right parts to assemble your robotsProgram your BOOST robot using the Scratch 3.0 programming languageUnderstand complex mechanisms for advanced robotsDevelop engaging and intelligent robots using electronic and non-electronic componentsCreate more than 10 complete robotics projects from scratchDevelop logical thinking and unleash your creativityWho this book is for This book will help 7 to 12-year-old children who want to learn robotics with LEGO BOOST develop their creativity, logical thinking, and problem-solving skills. Teachers, trainers, and parents who wish to teach robotics with LEGO BOOST and Scratch will also find this book useful.
Released on 2018-09-03Categories

Code Crafter 1: Beginner - Students Book and Workbook

Code Crafter 1: Beginner - Students Book and Workbook

Author: Nicholas Holden

Publisher:

ISBN: 1726166767

Category:

Page: 132

View: 202

Learn how to create computer programs for videogames, animations and robotics projects using Scratch. Ages 7 -14 years. Updated for Scratch version 3.0Aprender crear programas de ordenadores para videojuegos, animaciones y proyectos de robótica en inglés usando Scratch. Edades 7 a 14 años. Actualizado para Scratch versión 3.0What's in this book?Full lessons with detailed instructions and explanationsWorkbook Activities and Exercises to solidify learningCoding Challenges to test skills and practise creativityThis book can be used as...A fun and engaging way to teach programming concepts and techniques to students aged 7-14.Complete course material for a full, year-long extracurricular programming and robotics class.Extra material for teachers who wish to introduce coding and robotics to their pupils.A way for imaginative, future engineers to become familiar with real life programming and robotics terminology and concepts from an early age.A fun home study guide for young learners to start programming and to develop important logical and problem-solving skills while practising creativity.IntroductionThe material in this textbook is aimed at young students aged from 7 to 14 years. The material may be used to teach programming and robotics concepts to students in either a normal classroom environment or in an extra-curricular program. The programming language used is Scratch.Scratch is a programming language and online community where you can create your own interactive stories, games, and animations -- and share your creations with others around the world. In the process of designing and programming Scratch projects, young people learn to think creatively, reason systematically, and work collaboratively. Scratch is a project of the Lifelong Kindergarten group at the MIT Media Lab. It is available for free at https://scratch.mit.eduHow to use this bookFor students...As a student of programming and robotics you should follow the instructions in this book carefully in order to complete the lessons. You are going to learn how to write code. When you know how to write code, you can create many fun and interesting games and build and program really cool robotics projects. Throughout each lesson you will see a helper robot. His job is to help you learn how to code. He explains what our computer program does and helps you complete code-building exercises.You will also see many checkpoints. A checkpoint tells you how to check the work you have done. It's important that you perform each check before continuing to the next step. Learning how and when to check your work will keep you from getting lost and help you fix mistakes faster.As you learn more things, feel free to experiment. Be creative! Create your own projects, share ideas with your friends and classmates. Get excited because you are going to learn how to do fantastic things! Good luck and enjoy!For teachers...There are 7 lessons and 4 robotics projects in this book. Each lesson will take a different number of hours to complete. The material in this book will cover an entire school year where class time is approximately 3 - 6 hours a week. At the end of each lesson you will find workbook exercises to check understanding of concepts covered in the lesson. At the beginning of each lesson you will find a table outlining the main learning objectives of each lesson. Robotics Projects 1 - 4: These sections provide a space for students to write a brief description of the project as well as provide sketches, diagrams, flowcharts and coding ideas.For a more in-depth look at how to use this book in your classes as well as extra teaching material such as coding exercises, robotics project ideas and exams, please refer to the teachers' book 'Code Crafter 1: Teachers' Book'.
Released on 2018-10-10Categories Computers

Scratch Programming for Logic Building

Scratch Programming for Logic Building

Author: Kamal Rawat

Publisher: Bpb Publications

ISBN: 9388176510

Category: Computers

Page: 76

View: 918

Teach yourself to code with Exciting Projects Key Features Book shows how Scratch platform can be useful in not just getting started on programming, but also in brain development and logic building. Book covers the entire Scratch programming with a lot of examples from different areas. Strengthens the foundations, as detailed explanation of programming language concepts are given. Lists down all the important points that you need to know related to various topics in an organized manner. Prepares you for coding related interview and theoretical questions. Provides In depth explanation of complex topics and Questions. Description Software development is a two-step process:1. Solve the problem logically, and2. Translate the logic into syntax of a programming language.First step is very helpful in developing our logical capacity. The second step is about remembering the language syntax and knowing its use.A good artisan should be adroit in using his tools. But it is his creative thinking, and not the usage of his tools, that makes him a good artisan. Similarly, a good coder should know how to use a programming language, but his problem-solving abilities and logical capacity makes him a good programmer.In most advanced programming languages, you first go thru the tiring installations, acclimatize yourself with nuances of the IDE and remember complex syntaxes, before you can write your first program. Many students lose their interest in software development because of this infrastructure work and never experience the magic Scratch programming, on the other hand, has a bare-minimum syntax and is very easy to start. This book is an attempt to enhance our logical abilities using Scratch as a tool. What will you learn Understand what is Scratch, who should use it, what all can be done with Scratch. Create and execute your first scratch project. To play sounds and to make your actors dance in a project Programming tool to simulate decision making. Who this book is for K12 students should read it to enhance their brain-power. Parent should read it to help your children. Teachers should read it to develop educational aids. Student of computer science should pick this book to learn about all programming constructs, and also get introduced to many computer science concepts like Multi-threading. It is a small book, but there is something for everyone in this book Table of Contents 1. The Environment 2. My First Project-Events and Motions 3. Scratching more- Sounds & Costumes 4. Branching 5. Looping 6. Having my Own Data 7. Scratch For Logic Building 8. A Sneak peek into Scratch 3.0 About the Author Kamal Rawat is a software developer, trainer, author and an entrepreneur. He has first-hand experience of implementing full life cycle of large scale desktop, Cloud and Mobile applications across various domains and platforms.
Released on 2010-08-26Categories Computers

Flash Builder and Flash Catalyst

Flash Builder and Flash Catalyst

Author: Steven Peeters

Publisher: Apress

ISBN: 9781430228363

Category: Computers

Page: 360

View: 919

The Flash Platform is changing. Flash Builder and Flash Catalyst have brought a new separation of design and coding to web development that enables a much more efficient and streamlined workflow. For designers and developers used to the close confines of Flash, this is a hugely liberating, but at first alien concept. This book teaches the new workflow for the Flash platform. It gives an overview of the technologies involved and provides you with real-world project examples and best-practice guidelines to get from design to implementation with the tools at hand. Includes many examples Focuses on real-world situations Covers designer and developer workflow