This book is for coding students and Java programmers of all levels interested in building engaging, interactive applications with Greenfoot. Familiarity with the very basics of Greenfoot is assumed.
Introduction to Programming with Greenfoot: Object-Oriented Programming in Java with games and Simulations is ideal for introductory courses in Java Programming or Introduction to Computer Science. The only textbook to teach Java programming using Greenfoot--this is "Serious Fun." Programming doesn't have to be dry and boring. This book teaches Java programming in an interactive and engaging way that is technically relevant, pedagogically sound, and highly motivational for students. Using the Greenfoot environment, and an extensive collection of compelling example projects, students are given a unique, graphical framework in which to learn programming.
As modern technologies continue to develop and evolve, the ability of users to interface with new systems becomes a paramount concern. Research into new ways for humans to make use of advanced computers and other such technologies is necessary to fully realize the potential of twenty-first-century tools. Innovative Methods, User-Friendly Tools, Coding, and Design Approaches in People-Oriented Programming is a critical scholarly resource that examines development and customization user interfaces for advanced technologies and how these interfaces can facilitate new developments in various fields. Featuring coverage on a broad range of topics such as role-based modeling, end-user composition, and wearable computing, this book is a vital reference source for programmers, developers, students, and educators seeking current research on the enhancement of user-centric information system development.
Exam Board: SQA Level: National 5 Subject: Computing Science First Teaching: August 2017 First Exam: June 2018 National 5 Computing Science provides complete coverage of the new SQA syllabus for the updated National 5 course Ensures clear support throughout the course with a text built specifically around the requirements, teaching approaches and syllabus outlines. Divided into four sections to follow this latest syllabus: Software Design and Development, Computer Systems, Database Design and Development and Web Design and Development. Assesses student progress with regular questions for National 5 students to test knowledge and understanding Consolidates knowledge with a summary of key points at the end of each chapter Includes a glossary and index for ease of reference
The four-volume set LNCS 8117-8120 constitutes the refereed proceedings of the 14th IFIP TC13 International Conference on Human-Computer Interaction, INTERACT 2013, held in Cape Town, South Africa, in September 2013. The fourth volume includes 38 regular papers organized in topical sections on supporting physical activity, supporting shred activities, sustainability, tabletop computing, text comprehensibility, tracking eyes and head, usability evaluation and technology acceptance, user preferences and behaviour, user requirements capture and analysis, UX in work / educational context, voice / sound-based computing, 31 interactive posters, 2 industrial papers, 4 panels, 1 contribution on special interest groups, 1 tutorial, and 9 workshop papers.
This title includes a number of Open Access chapters.Covering a broad range of new topics in computer technology and programming, this volume discusses encryption techniques, SQL generation, Web 2.0 technologies, and visual sensor networks. It also examines reconfigurable computing, video streaming, animation techniques, and more. Readers will lear
The two-volume set LNAI 10061 and 10062 constitutes the proceedings of the 15th Mexican International Conference on Artificial Intelligence, MICAI 2016, held in Cancún, Mexico, in October 2016. The total of 86 papers presented in these two volumes was carefully reviewed and selected from 238 submissions. The contributions were organized in the following topical sections: Part I: natural language processing; social networks and opinion mining; fuzzy logic; time series analysis and forecasting; planning and scheduling; image processing and computer vision; robotics. Part II: general; reasoning and multi-agent systems; neural networks and deep learning; evolutionary algorithms; machine learning; classification and clustering; optimization; data mining; graph-based algorithms; and intelligent learning environments.
The fields of gifted education and talent development have numerous theories and conceptions for how to identify and serve students. This book helps introduce and apply these ideas to help reflect theory in practice. Each chapter introduces readers to a different theory by providing definitions of key concepts, explaining the fundamental conceptual/theoretical approach, and concluding with advice on how the conception can be put into practice. Suggestions for further reading are also provided. Some chapters are based on theories that have been around for decades, and some have been developed more recently. But all chapters focus on helping empower readers to understand and take action without having to reinvent the wheel.