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Computational Thinking with Blockly Games

Computational Thinking with Blockly Games
Author: Dr. Ashok Banerji
Publisher: Ashok Banerji
Total Pages: 117
Release: 2023-04-14
Genre: Computers
ISBN:

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The first book to teach coding to kids. It is to be used before starting programming in Scratch and using drag-and-drop block programming Many parents want to teach their children about coding but often do not know where to begin or what to cover. The idea for this book evolved to precisely address this need. It is meant for kids and anyone who wants to learn the basics of computer programming and Computational Thinking. Welcome to the world of Computational Thinking for young learners. The book covers foundational problem-solving concepts through simple games, taking young students on a journey of thinking, planning, and solving problems. This book aims to aid this process, promoting creativity and innovation. The importance of teaching coding from the early school years is recognized by many countries. It is now mandatory under the new education policy of Govt. of India. Blockly Games have been adopted in this book as an enjoyable way to introduce computational thinking and programming concepts. The book follows a graded pedagogy with guided discovery (Chapters 1 to 14), semi-guided lessons (Chapters 15 to 16), and open-ended exploration (Chapters 17 to 20). Printed versions: Full colour (ISBN: 9798890260475) and b/w version (ISBN: 9798890261038). Available from Amazon, Flipkart and Notion Press - https://notionpress.com/read/computational-thinking-with-blockly-games. Ebook: https://books.google.co.in/books?id=AMO5EAAAQBAJ&newbks=0&hl=en&source=newbks_fb&redir_esc=y Some reviews: 'Computational Thinking with Blocky Games' by Ashok Banerji PhD is a timely work to build the digital skills of children and prepare them for a future that is volatile, uncertain, complex and ambiguous. Using the open-source software developed by Google, Dr Banerji provides a 20-day package for teachers to introduce systematic and logical thinking using blocks and a gaming environment most suitable to children. This book will go a long way in popularising computational thinking in schools. Sanjaya Mishra PhD, Director, Commonwealth of Learning, British Columbia, Canada “All books are not for children but for every child, there is a book, and this book is a wonderful gift that has been designed especially for young students to master the art of Computational Thinking. In fact, the book is for every age to learn essential 21st-century skills.” Bratati Bhattacharyya, Secretary General and CEO, Shikshayatan Foundation “Written as a step-by-step guide in simple language, this book will help children to learn coding through gameplay.” Dr A.M. Ghosh, Rtd. Prof. and HOD Computer Science, BESU, Shibpur “Loved the book. It helped me to learn the basics of coding,” Daiwik Bhattacharjee, Std. 6 Bombay Scottish School "I recently had the opportunity to read your book and I must say, it's an outstanding resource for parents and young learners alike. Your book beautifully addresses a common challenge faced by parents who want to introduce coding to their children but often need help knowing where to begin or what concepts to cover. Your focus on Computational Thinking as a foundational element is both innovative and essential, as it forms the bedrock of crucial problem-solving skills in today's digital age. I was particularly impressed with how you designed the book, taking young students on a journey of thinking, planning, and problem-solving through simple games. This approach makes learning enjoyable for children and ensures they build a solid understanding of the subject matter. Your emphasis on promoting creativity and innovation complements the learning process, encouraging students to think outside the box and develop unique solutions. The decision to incorporate Blockly Games in the book was brilliant. It provides an interactive and engaging way to introduce computational thinking and programming concepts, making it easier for young learners to grasp the material. The graded pedagogy with guided discovery is a thoughtful addition, allowing students to progress at their own pace while offering proper guidance throughout their learning journey. It is a comprehensive and well-crafted guide that will undoubtedly benefit many young learners and their parents. It will equip them with the necessary skills and mindset to excel in an increasingly technology-driven world. Your dedication to empowering young minds through education is evident throughout the book, and I have no doubt that it will positively impact the lives of those who read it. Thank you for creating such a valuable resource. Your book will undoubtedly inspire many to explore the fascinating world of coding and Computational Thinking." Rahid Alekberli MIEEE, MACM, Technology Business Leader, Advisor ADA University, Azerbaijan


Exploring BeagleBone

Exploring BeagleBone
Author: Derek Molloy
Publisher: John Wiley & Sons
Total Pages: 601
Release: 2014-12-31
Genre: Computers
ISBN: 1118935128

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In-depth instruction and practical techniques for building with the BeagleBone embedded Linux platform Exploring BeagleBone is a hands-on guide to bringing gadgets, gizmos, and robots to life using the popular BeagleBone embedded Linux platform. Comprehensive content and deep detail provide more than just a BeagleBone instruction manual—you’ll also learn the underlying engineering techniques that will allow you to create your own projects. The book begins with a foundational primer on essential skills, and then gradually moves into communication, control, and advanced applications using C/C++, allowing you to learn at your own pace. In addition, the book’s companion website features instructional videos, source code, discussion forums, and more, to ensure that you have everything you need. The BeagleBone’s small size, high performance, low cost, and extreme adaptability have made it a favorite development platform, and the Linux software base allows for complex yet flexible functionality. The BeagleBone has applications in smart buildings, robot control, environmental sensing, to name a few; and, expansion boards and peripherals dramatically increase the possibilities. Exploring BeagleBone provides a reader-friendly guide to the device, including a crash course in computer engineering. While following step by step, you can: Get up to speed on embedded Linux, electronics, and programming Master interfacing electronic circuits, buses and modules, with practical examples Explore the Internet-connected BeagleBone and the BeagleBone with a display Apply the BeagleBone to sensing applications, including video and sound Explore the BeagleBone’s Programmable Real-Time Controllers Hands-on learning helps ensure that your new skills stay with you, allowing you to design with electronics, modules, or peripherals even beyond the BeagleBone. Insightful guidance and online peer support help you transition from beginner to expert as you master the techniques presented in Exploring BeagleBone, the practical handbook for the popular computing platform.


Computational Thinking Education

Computational Thinking Education
Author: Siu-Cheung Kong
Publisher: Springer
Total Pages: 377
Release: 2019-07-04
Genre: Education
ISBN: 9811365288

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This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.


Emerging Research, Practice, and Policy on Computational Thinking

Emerging Research, Practice, and Policy on Computational Thinking
Author: Peter J. Rich
Publisher: Springer
Total Pages: 423
Release: 2017-04-24
Genre: Education
ISBN: 331952691X

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This book reports on research and practice on computational thinking and the effect it is having on education worldwide, both inside and outside of formal schooling. With coding becoming a required skill in an increasing number of national curricula (e.g., the United Kingdom, Israel, Estonia, Finland), the ability to think computationally is quickly becoming a primary 21st century “basic” domain of knowledge. The authors of this book investigate how this skill can be taught and its resultant effects on learning throughout a student's education, from elementary school to adult learning.


Essential Python for the Physicist

Essential Python for the Physicist
Author: Giovanni Moruzzi
Publisher: Springer Nature
Total Pages: 304
Release: 2020-06-02
Genre: Science
ISBN: 3030450279

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This book introduces the reader with little or no previous computer-programming experience to the Python programming language of interest for a physicist or a natural-sciences student. The book starts with basic interactive Python in order to acquire an introductory familiarity with the language, than tackle Python scripts (programs) of increasing complexity, that the reader is invited to run on her/his computer. All program listings are discussed in detail, and the reader is invited to experiment on what happens if some code lines are modified. The reader is introduced to Matplotlib graphics for the generation of figures representing data and function plots and, for instance, field lines. Animated function plots are also considered. A chapter is dedicated to the numerical solution of algebraic and transcendental equations, the basic mathematical principles are discussed and the available Python tools for the solution are presented. A further chapter is dedicated to the numerical solution of ordinary differential equations. This is of vital importance for the physicist, since differential equations are at the base of both classical physics (Newton’s equations) and quantum mechanics (Schroedinger’s equation). The shooting method for the numerical solution of ordinary differential equations with boundary conditions at two boundaries is also presented. Python programs for the solution of two quantum-mechanics problems are discussed as examples. Two chapters are dedicated to Tkinter graphics, which gives the user more freedom than Matplotlib, and to Tkinter animation. Programs displaying the animation of physical problems involving the solution of ordinary differential equations (for which in most cases there is no algebraic solution) in real time are presented and discussed. Finally, 3D animation is presented with Vpython.


Serious Games Analytics

Serious Games Analytics
Author: Christian Sebastian Loh
Publisher: Springer
Total Pages: 497
Release: 2015-06-13
Genre: Education
ISBN: 3319058347

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This volume brings together research on how gameplay data in serious games may be turned into valuable analytics or actionable intelligence for performance measurement, assessment, and improvement. Chapter authors use empirical research methodologies, including existing, experimental, and emerging conceptual frameworks, from various fields, such as: computer science software engineering educational data mining statistics information visualization. Serious games is an emerging field where the games are created using sound learning theories and instructional design principles to maximize learning and training success. But how would stakeholders know what play-learners have done in the game environment, and if the actions performance brings about learning? Could they be playing the game for fun, really learning with evidence of performance improvement, or simply gaming the system, i.e., finding loopholes to fake that they are making progress? This volume endeavors to answer these questions.


Handbook of Game-Based Learning

Handbook of Game-Based Learning
Author: Jan L. Plass
Publisher: MIT Press
Total Pages: 601
Release: 2020-02-04
Genre: Education
ISBN: 0262356546

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A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan


Computational Thinking

Computational Thinking
Author: Peter J. Denning
Publisher: MIT Press
Total Pages: 266
Release: 2019-05-14
Genre: Computers
ISBN: 0262536560

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An introduction to computational thinking that traces a genealogy beginning centuries before the digital computer. A few decades into the digital era, scientists discovered that thinking in terms of computation made possible an entirely new way of organizing scientific investigation; eventually, every field had a computational branch: computational physics, computational biology, computational sociology. More recently, “computational thinking” has become part of the K–12 curriculum. But what is computational thinking? This volume in the MIT Press Essential Knowledge series offers an accessible overview, tracing a genealogy that begins centuries before digital computers and portraying computational thinking as pioneers of computing have described it. The authors explain that computational thinking (CT) is not a set of concepts for programming; it is a way of thinking that is honed through practice: the mental skills for designing computations to do jobs for us, and for explaining and interpreting the world as a complex of information processes. Mathematically trained experts (known as “computers”) who performed complex calculations as teams engaged in CT long before electronic computers. The authors identify six dimensions of today's highly developed CT—methods, machines, computing education, software engineering, computational science, and design—and cover each in a chapter. Along the way, they debunk inflated claims for CT and computation while making clear the power of CT in all its complexity and multiplicity.


Personality and Intellectual Competence

Personality and Intellectual Competence
Author: Tomas Chamorro-Premuzic
Publisher: Psychology Press
Total Pages: 251
Release: 2014-04-08
Genre: Psychology
ISBN: 1135608458

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This book provides a comprehensive state-of-the-art review of personality and intelligence, as well as covering other variables underlying academic and occupational performance. Personality and Intellectual Competence is a unique attempt to develop a comprehensive model to understand individual difference by relating major personality dimensions to cognitive ability measures, academic and job performance, and self-assessed abilities, as well as other traditional constructs such as leadership and creativity. It will be essential reading for anyone interested in personality, intelligence, and the prediction of future achievement in general. Personality and Intellectual Competence is an outstanding account of the relationship between major individual differences constructs. With its informative summary of the last century of research in the field, this book provides a robust and systematic theoretical background for understanding the psychological determinants of future achievement. The authors have sought to combine technical expertise with applied interests, making this a groundbreaking theoretical tool for anyone concerned with the scientific prediction of human performance.


Encyclopedia of Education and Information Technologies

Encyclopedia of Education and Information Technologies
Author: ARTHUR TATNALL.
Publisher:
Total Pages:
Release: 2019
Genre: Computer science
ISBN: 9783319600130

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This encyclopedia aims to offer researchers an indication of the breadth and importance of information systems in education, including the way IT is being used, and could be used to enable learning and teaching. The encyclopedia covers all aspects of the interaction between education and information technologies, including IT in kindergartens, primary and secondary schools, universities, training colleges, industry training, distance education and further education. It also covers teaching and computing, the use of IT in many different subject areas, the use of IT in educational administration, and national policies of IT and education.