Teaching Kodu with Physical Manipulatives
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To What Extent Is Programming Impacting on Teacher's Behavioural
To what extent is programming impacting on teacher’s behavioural attitude in primary schools? A dissertation submitted in partial fulfilment of the requirements for the degree of Bachelor of Science (Honours) in Computing by Adrian Tomasz Grzymala Department of Computing & Information Systems Cardiff School of Management Cardiff Metropolitan University April 2016 i Declaration I hereby declare that this dissertation entitled “To what extent is programming impacting on teacher’s behavioural attitude in primary schools?” is entirely my own work, and it has never been submitted nor is it currently being submitted for any other degree. Candidate: Adrian Tomasz Grzymala Signature: Date: Supervisor: Dr. Ana Calderon Signature: Date: ii 1 ABSTRACT “Computers are now part of everyday life” (Berry, 2013). Computer Science is increasingly becoming a part of our lives that has a great impact on most businesses and also education. Computer programming outlines the importance of ‘Computational Thinking’ that is being used in every aspect of our day-to-day living. This dissertation project strive to define the evolutionary change that took place in September 2014. Computing has been introduced to the curriculum across primary schools in UK. The aim of this research paper is to signify the behavioural aspects of teachers teaching computing as well as the changes that occurred in relation to teaching the particular subject. In regards to the research methods, the research project involves primary and secondary data. Through the primary research, Semi-Structured interviews has been constructed to support the qualitative approach of obtaining data. Additionally, there are 3 teachers from Glan Usk School that will provide this research with valuable data regarding the issues they face when teaching programming. -
Microsoft and Cray to Unveil $25,000 Windows-Based Supercomputer
AAll About Microsoft: l lCodeTracker A monthly look at Microsoft’s codenames and what they Areveal about the direction of the company. b o u t M i c r o s o f t : All About Microsoft CodeTracker Keeping track of Microsoft's myriad codenames is an (almost) full-time occupation. I know, as I spend a lot of my work hours tracking down the latest names in the hopes of being able to better keep tabs on what's coming next from the Redmondians. Each month, I'll be releasing an updated, downloadable version of the CodeTracker. I'll add new codenames -- arranged in alphabetical order by codename -- of forthcoming Microsoft products and technologies. I also will note timing changes (date slips, the release of a new test build, the disappearance of a planned deliverable) for entries that are already part of the Tracker. Once Microsoft releases the final version of a product or technology I've been tracking, I will remove it from the Tracker. In that way, the CodeTracker will remain focused on futures. (An aside about the Tracker: A question mark in place of an entry means I have insufficient information to hazard even an educated guess about a particular category.) If you have suggested new entries or corrections to existing ones, please drop me an e-mail at mjf at microsofttracker dot com. Thanks! Mary Jo Foley, Editor, ZDNet's "All About Microsoft" blog This Month's Theme: Big iron needs love, too If you went by nothing but blog and publication headlines, you might think mobile phones and slates are where all the innovation is these days. -
KODU for KIDS: the Official Guide to Creating Your Own Video Games
for Kids James Floyd Kelly The Official Guide to Creating Your Own Video Games Kodu for Kids Editor-in-Chief Greg Wiegand Copyright © 2013 by Pearson Education All rights reserved. No part of this book shall be reproduced, stored Acquisitions Editor in a retrieval system, or transmitted by any means, electronic, Laura Norman mechanical, photocopying, recording, or otherwise, without written permission from the publisher. No patent liability is assumed with Managing Editor respect to the use of the information contained herein. Although Kristy Hart every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or Senior Project Editor omissions. Nor is any liability assumed for damages resulting from Jovana Shirley the use of the information contained herein. ISBN-13: 978-0-7897-5076-1 Copy Editor ISBN-10: 0-7897-5076-7 Seth Kerney Library of Congress Control Number: 2013936931 Indexer Printed in the United States of America Erika Millen First Printing: April 2013 Proofreader Trademarks Dan Knott All terms mentioned in this book that are known to be trademarks Technical Editors or service marks have been appropriately capitalized. Que Kodu Game Lab Team Publishing cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the validity Editorial Assistant of any trademark or service mark. Cindy Teeters Warning and Disclaimer Cover Designer Every effort has been made to make this book as complete and Mark Shirar as accurate as possible, but no warranty or fitness is implied. Compositor The information provided is on an “as is” basis. -
The Fourth Paradigm
ABOUT THE FOURTH PARADIGM This book presents the first broad look at the rapidly emerging field of data- THE FOUR intensive science, with the goal of influencing the worldwide scientific and com- puting research communities and inspiring the next generation of scientists. Increasingly, scientific breakthroughs will be powered by advanced computing capabilities that help researchers manipulate and explore massive datasets. The speed at which any given scientific discipline advances will depend on how well its researchers collaborate with one another, and with technologists, in areas of eScience such as databases, workflow management, visualization, and cloud- computing technologies. This collection of essays expands on the vision of pio- T neering computer scientist Jim Gray for a new, fourth paradigm of discovery based H PARADIGM on data-intensive science and offers insights into how it can be fully realized. “The impact of Jim Gray’s thinking is continuing to get people to think in a new way about how data and software are redefining what it means to do science.” —Bill GaTES “I often tell people working in eScience that they aren’t in this field because they are visionaries or super-intelligent—it’s because they care about science The and they are alive now. It is about technology changing the world, and science taking advantage of it, to do more and do better.” —RhyS FRANCIS, AUSTRALIAN eRESEARCH INFRASTRUCTURE COUNCIL F OURTH “One of the greatest challenges for 21st-century science is how we respond to this new era of data-intensive -
Chapter One - Introduction
Understanding learning within a commercial video game: A case study Allan Fowler B.Bus, MBA, M.Ed. a thesis submitted to the faculty of design and creative technologies AUT University in partial fulfilment of the requirements for the degree of doctor of philosophy School of Computing and Mathematical Sciences Auckland, New Zealand 2014 i DECLARATION I hereby declare that this submission is my own work and that, to the best of my knowledge and belief, it contains no material previously published or written by another person nor material which to a substantial extent has been accepted for the qualification of any other degree or diploma of a University or other institution of higher learning, except where due acknowledgement is made in the acknowledgements. ........................... ii ACKNOWLEDGMENTS This thesis has been undertaken at the Faculty of Design and Creative Technologies of AUT University in Auckland, New Zealand. I would like to take this opportunity to thank all the people who have given me invaluable feedback and support throughout the development, research, and completion of the research project and the production of this thesis. I received considerable support from many colleagues, peers, and leading academics at the various conferences I have been fortunate enough to attend. Thank you. I apologise if I fail to mention all the people who helped me, but the list would fill several pages. First and foremost, I would like to thank my supervisor, Dr. Brian Cusack for your support, feedback, and guidance over the last five years. Without your support, I am very sure this research would not have been possible. -
Building in the Sand: Levelling Up
Leveling Up Teaching and Learning Through Video Game Construction by Kandise Michelle Salerno A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Elementary Education University of Alberta © Kandise Michelle Salerno, 2016 Abstract Video game construction plays an important role for students and teachers. The experience of constructing a video game aligns with students’ out-of-school experiences while connecting with the in-school experience of learning content. This qualitative study examined 4 upper elementary teachers, 11 upper elementary students, and 1 principal regarding how they experienced video game construction in the classroom. The following questions guided the study: (1) What pedagogical approaches may upper elementary content-area teachers use to integrate game construction into teaching and learning? (2) How may upper elementary content- area teachers experience student-based game construction with their students? (3) How may students experience video game construction in a content-area classroom? Using constructionism as the theoretical framework, this study sought to understand the kinds of experiences both teachers and students encountered when constructing video games in the classroom, and the externalized expectations that derived from collaborating with and through the technology and with others. The data collection tools I used were direct observations, interviews with the students, teachers, and principal, and artifacts. Audio recordings of the interviews were transcribed, the transcriptions and field notes of the students’ and teachers’ artifacts were connected with the interviews, and themes were identified. For the teachers the themes that were constructed include teacher pedagogy, collaboration, planning, writing and gaming, time, and assessment. -
2017 PDL Fall Update
NEWSLETTER ON PDL ACTIVITIES AND EVENTS • FALL 2 0 1 7 http://www.pdl.cmu.edu/ PDL CONSORTIUM The PDL is 25! MEMBERS by Joan Digney, Greg Ganger & Bill Courtright Broadcom, Ltd. Citadel After a successful formative workshop in late 1992, Dr. Garth Gibson officially Dell EMC launched the PDL in 1993 with 7 students from CMU’s CS and ECE Departments. Google Having recently finished his Ph.D. research, which defined the industry standard Hewlett-Packard Labs RAID terminology for redundant disk arrays, Gibson guided PDL researchers Hitachi, Ltd. in advanced disk array research. The name “Parallel Data Lab” came from this Intel Corporation initial focus on parallelism in storage systems. In the PDL’s formative years, its Microsoft Research researchers developed technologies for improving failure recovery performance MongoDB (parity declustering) and maximizing performance in small-write intensive work- NetApp, Inc. loads (parity logging). They also developed an aggressive prefetching technology Oracle Corporation (transparent informed prefetching, or TIP) for converting serial access patterns Salesforce into highly parallel work- Samsung Information Systems America loads capable of exploit- Seagate Technology ing large disk arrays. Two Sigma The PDL first received Toshiba actual lab space at CMU Veritas (Wean Hall 3607) to go Western Digital with its name in January of 1994. As it grew, PDL CONTENTS became more spread out, with people in various ar- The PDL is 25! .............................. 1 eas of Wean Hall and the PDL News & Awards........................3 D-Level of Hamerschlag Hall. Today, PDL people Defenses & Proposals .......................4 are primarily located in Recent Publications ........................6 the Robert Mehrabian Garth and the Scotch Parallel File System Collaborative Innovation THE PDL PACKET Center (RMCIC) and the Gates Center for Computer Science.The equipment populating PDL lab spaces is often state of the art, a rare case for academic re- EDITOR search, and is upgraded frequently as technology advances. -
Computer-Based Software Information Sheet
Computer-Based Software Information Sheet Name Curricular Use 7-Zip 7-Zip is an open source file archiver. Adobe Reader View, create, manipulate, print and manage files in PDF Format Audacity This software looks and acts like a tape recorder. Just hit record and talk, sing, play and export to mp3 for a finished product. CamStudio Chemistry Add-in for Word ComicLife Enchanting FET Fonts4Teachers Gimp GIMP is the GNU Image Manipulation Program. It is a freely distributed piece of software for such tasks as photo retouching, image composition and image authoring. Gimp Tutorials Google Earth Google SketchUp Graph HoverCamFlex Image Resizer InfanView iTunes Kodu Game Lab Komposer MDS Calculator Microsoft Mathematics Microsoft Office Mp4Cam2Avi This software is to convert Mp4 video files from a camera to an Avi video file. MuseScore Paint.NET Paint.NET is free image editing and photo manipulation software. It features an intuitive and innovative user interface with support for layers, unlimited undo, special effects, and a wide variety of useful and powerful tools. Paint.NET Tutorials. Photo Story Microsoft Photo Story is a free application that allows users to create a visual story (show and tell presentation) from their digital photos. Photosynth Pivot Stickfigure Animator Pivot makes it easy to create stick-figure animations. You can build your own stick figures and load your own backgrounds. The animations can be saved as animated gifs to be used on web pages. Scratch Songsmith SMART Education Software (Notebook) SMART Ideas StoryBoardPC VirtualDub Windows Movie Maker WinScp Zoomit . -
Learning Suite
Tagad visi populārākie Microsoft rīki atrodas vienkopus Learning Suite (Mācību komplekts) ir programmu un rīku komplekts, kurā apkopotas populārākās pedagogiem jau pazīstamās programmas, ar kuru palīdzību mācību stundas iespējams padarīt vēl aizraujošākas nekā līdz šim. Learning Suite lietotāja instrukcija LearningSuite Par Learning Suite by Microsoft® Izvēlieties lietojumprogrammu(-as) Radiet Sadarbojieties Pētiet un studējiet Māciet Fotoattēlu galerija** Offi ce Web Apps* Internet Explorer** Innovative Teacher Toolkit* Iespējams rediģēt, Ir ērts tiešsaistes Windows Internet kārtot, grupēt un papildinājums Word, Explorer piedāvā Integrēts resursu koplietot attēlus un video. Excel, PowerPoint un OneNote racionalizētu izskatu un daudz kopums, kas iedvesmo un programmām, kas ar piemērotu jaunu funkciju, kas paātrina tīmekļa palīdz pedagogiem izmantot pārlūkprogrammu ļauj darboties pārlūkošanu. tehnoloģijas, lai uzlabotu mācību ar saviem Offi ce dokumentiem no rezultātus saskaņā ar 21. gadsimta jebkuras vietas. iemaņām. AutoCollage** Windows Live Mathematics 4.0** Math Worksheet SkyDrive* Generator** Iespējams veidot Palīdz uzskatāmi lieliskas savu mīļāko Vieta mākonī, kur glabāt vizualizēt matemātikas Pēc parauga var attēlu kolāžas, izmantojot tikai tūkstošiem dokumentu, attēlu un jēdzienus un ieraudzīt tos pavisam izveidot matemātikas uzdevumus dažus datorpeles klikšķus. Microsoft Offi ce failu. Tiem var citā gaismā. un sagatavot darba lapas. piekļūt un koplietot no jebkura datora, kam pieejams interneta pieslēgums. Photosynth* Live Messenger** Ķīmijas pievienojum- Mouse Mischief** programma Word** Iespējams rekonstruēt Iespējams kontaktēties Microsoft Offi ce ainavu vai objektu no ar sev nozīmīgiem Atvieglo ķīmijas datu, PowerPoint fotoattēliem, iegūstot telpiskus cilvēkiem, izmantojot savu datoru, piemēram, nosaukumu, formulu pievienojumprogramma, ar kuras attēlus. tālruni vai pārlūkprogrammu. un 2-D attēlojumu pievienošanu palīdzību var veidot interaktīvas un rediģēšanu Microsoft Offi ce prezentācijas un iesaistīt skolēnus Word programmā. -
Endüstri Mühendisli˘Gi Kongresi 5-7 Temmuz 2021 B˙ILD˙IR˙I¨OZETLER˙I
40. Y¨oneylemAra¸stırması- End¨ustriM¨uhendisli˘giKongresi 5-7 Temmuz 2021 BILD_ IR_ I_ OZETLER¨ I_ KONGREMIZ_ I_ DESTEKLEYEN SPONSORLARIMIZA TES¸EKKURLER¨ IM_ IZ_ I_ SUNARIZ ALTIN SPONSORLAR GUM¨ US¸SPONSORLAR¨ I¸cindekiler_ 1 YAEM 2021 4 1.1 Kongre Ba¸skanından...............................................4 1.2 Y¨oneylemAra¸stırmasıDerne˘giBa¸skanından..................................5 1.3 Program.....................................................6 2 Kurullar 9 2.1 Kongre Ba¸skanı.................................................9 2.2 Program Kurulu Ba¸skanları...........................................9 2.3 D¨uzenlemeKurulu................................................9 2.4 Bilim Kurulu...................................................9 3 Davetli Konu¸smacılar 11 4 Paralel Oturumlar 14 4.1 5 Temmuz 2021 Pazartesi 11:15 - 12:45.................................... 14 4.1.1 Ara¸cRotalama 1............................................ 14 4.1.2 Eniyileme Uygulamaları 1....................................... 15 4.1.3 C¸ok Ama¸clıKarar Verme 1...................................... 17 4.1.4 Bulanık Mantık............................................ 18 4.1.5 Veri Analiti˘gi1............................................. 19 4.1.6 Veri Analizi 1............................................. 20 4.1.7 C¸izelgeleme.............................................. 22 4.1.8 Enerji Sistemleri 1........................................... 23 4.1.9 Stok Planlama............................................. 24 4.1.10 Uygulamalı Finans.......................................... -
Managing Tail Latency in Large Scale Information Retrieval Systems
MANAGING TAIL LATENCY IN LARGE SCALE INFORMATION RETRIEVAL SYSTEMS A thesis submitted in fulfilment of the requirements for the degree of Doctor of Philosophy. Joel M. Mackenzie Bachelor of Computer Science, Honours – RMIT University Supervised by Associate Professor J. Shane Culpepper Associate Professor Falk Scholer School of Science College of Science, Engineering, and Health RMIT University Melbourne, Australia October, 2019 DECLARATION I certify that except where due acknowledgement has been made, the work is that of the author alone; the work has not been submitted previously, in whole or in part, to qualify for any other academic award; the content of the thesis is the result of work which has been carried out since the official commencement date of the approved research program; any editorial work, paid or unpaid, carried out by a third party is acknowledged; and, ethics procedures and guidelines have been followed. I acknowledge the support I have received for my research through the provision of an Australian Government Research Training Program Scholarship. Joel M. Mackenzie School of Science College of Science, Engineering, and Health RMIT University, Melbourne, Australia October 15, 2019 iii ABSTRACT As both the availability of internet access and the prominence of smart devices continue to increase, data is being generated at a rate faster than ever before. This massive increase in data production comes with many challenges, including efficiency concerns for the storage and retrieval of such large-scale data. However, users have grown to expect the sub-second response times that are common in most modern search engines, creating a problem — how can such large amounts of data continue to be served efficiently enough to satisfy end users? This dissertation investigates several issues regarding tail latency in large-scale information retrieval systems. -
The Computer Games Journal Ltd Registered Company No
ISSN 2052-773X The Computer Games Journal Ltd Registered company no. SC 441838 Registered address: 5 Golf Course Rd, Skelmorlie, North Ayrshire, UK (post code PA17 5BH) journal website: www.computergamesjournal.com journal enquiries: [email protected] The Computer Games Journal Volume 1, Edition 1 (Whitsun 2012) Reproduction rights owned by The Computer Games Journal Ltd ©2012-13 The Computer Games Journal 1(1) Whitsun 2012 The Computer Games Journal Editor-in-Chief Dr John N Sutherland BSc, MSc, EdD, CEng, CISE, CISP, MBCS Deputy Editors-in-Chief Dr Tony Maude BSc (Hons), PhD, BD (Hons) Dr Malcolm Sutherland BSc (Hons), PhD Editorial Board Prof. Alonzo Addison, University of California Dr Kenny MacAlpine, University of Abertay Dundee Aaron Allport, Blitz Games Studios Dr Hannah Marston, Deutsche Sporthochschule, Koln Jennifer Ash, IBM Alex McGivern, Reality Council Brian Baglow, Revolver PR Stephen McGlinchey, Eurocom Developments Ltd Dawn Beasley, Mission Resourcing Ltd Simon Meek, Tern Digital Pauline Belford, Edinburgh Telford College Andy Miah, Creative Futures Research Council Matt Black, Blitz Games Studios John Nash, Blitz Games Studios Kim Blake, Blitz Games Studios Walter Patterson, e3Net Peter Bloomfield; Software Engineer, Vertual Ltd Gary Penn, Denki Ltd Prof. Paul Bourke, University of Western Australia Eve Penford-Dennis (freelance game developer) Dr Fiona Cameron, University of Western Sydney Dr Mike Reddy, Newport University Phil Carlisle, Namaste Prof. Skip Rizzo, University of Southern California Dr Prathap