Teaching Coding through Game Creation

Teaching Coding through Game Creation

Author: Sarah Kepple

Publisher: Bloomsbury Publishing USA

Published: 2018-08-24

Total Pages: 233

ISBN-13: 1440851891

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This engaging guide demonstrates how easy, fun, and rewarding it can be to teach and learn coding at the library. In our technology-obsessed society, computer coding is a highly valued and in-demand skill, but many people consider it an activity only for technology geeks and educated professionals—even more so to teach coding. Not so, says author Sarah Kepple. In this accessible guide, she explains why you don't have to be an expert to lead coding, shows how easy and rewarding learning and teaching coding can be, and provides step-by-step instructions to help you and your community get started. The book shows how to engage students quickly with learning activities that springboard off of the powerful appeal of video games. The author takes users through activities that introduce popular programming languages—including GameMaker, JavaScript, Python, and Scratch—to create video games, and in the process, to learn coding. These activities, themed around classic and popular stories, appeal to a broad age range—from elementary-age youth through high school and beyond to adults and seniors. Readers will see why school and public libraries are venues ideally suited for coding classes, workshops, clubs, or camps, and they will understand why teaching coding not only meets an important need but also serves to highlight the library's relevance to its community.


Library Robotics

Library Robotics

Author: Sarah Kepple

Publisher: Bloomsbury Publishing USA

Published: 2015-10-22

Total Pages: 127

ISBN-13:

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A dive-right-in, quick-start guide for busy library professionals who want to build literacy, STEAM, and other 21st-century skills using simple robots in a fun, collaborative environment. Robotics in the library? Absolutely. Robotics can add a new dimension to library programming—one that can help America's youth build the Science, Technology, Engineering, Art, and Math (STEAM) and 21st-century learning skills they will need to be successful in an international, technology-infused workforce. This book provides a complete guide for launching a robotics program in the library and demonstrates the links between robotics programming and learning. It also includes complete instructions for various program models that employ robotics. Robotics programs are an ideal way for public and school libraries to demonstrate their vital roles as the hubs of community learning, and the subject is universally popular with students as well as parents and industrial funders. The book's clearly and succinctly written chapters begin by providing the information that librarians will need for stakeholders and to select equipment, then move logically into addressing guided activities and expansion ideas. Children's librarians, teen librarians, school media specialists (particularly those focused on middle school students), and adult and technology librarians looking to connect with "new adults" will find this book useful and appealing.


ECEL2015-14th European Conference on e-Learning,

ECEL2015-14th European Conference on e-Learning,

Author: Amanda Jefferies and Marija Cubric

Publisher: Academic Conferences and publishing limited

Published: 2015-10-13

Total Pages: 852

ISBN-13: 1910810703

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These Proceedings represent the work of contributors to the 14th European Conference on e-Learning, ECEL 2015, hosted this year by the University of Hertfordshire, Hatfield, UK on 29-30 October 2015. The Conference and Programme Co-Chairs are Pro-fessor Amanda Jefferies and Dr Marija Cubric, both from the University of Hertfordshire. The conference will be opened with a keynote address by Professor Patrick McAndrew, Director, Institute of Educational Tech-nology, Open University, UK with a talk on "Innovating for learning: designing for the future of education." On the second day the keynote will be delivered by Professor John Traxler, University of Wolverhampton, UK on the subject of "Mobile Learning - No Longer Just e-Learning with Mobiles." ECEL provides a valuable platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different branches of e-Learning. At the same time, it provides an important opportunity for members of the EL community to come together with peers, share knowledge and exchange ideas. With an initial submission of 169 abstracts, after the double blind, peer review process there are 86 academic papers,16 Phd Papers, 5 Work in Progress papers and 1 non academic papers in these Conference Proceedings. These papers reflect the truly global nature of research in the area with contributions from Algeria, Australia, Austria, Belgium, Botswana, Canada, Chile, Cov-entry, Czech Republic, Denmark, Egypt, England, Estonia, France, Germany, Ireland, Japan, Kazakhstan, New Zealand, Nigeria, Norway, Oman, Portugal, Republic of Kazakhstan, Romania, Saudi Arabia, Scotland, Singapore, South Africa, Sweden, the Czech Republic, Turkey, Uganda, UK, United Arab Emirates, UK and USA, Zimbabwe. A selection of papers - those agreed by a panel of reviewers and the editor will be published in a special conference edition of the EJEL (Electronic Journal of e-Learning www.ejel.org ).


Understanding Coding with Lego WeDo™

Understanding Coding with Lego WeDo™

Author: Patricia Harris, Ph.D.

Publisher: The Rosen Publishing Group, Inc

Published: 2015-12-15

Total Pages: 26

ISBN-13: 1508144680

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Much like its older brother, Lego Mindstorms™, Lego WeDo™ kits offer young engineers the chance to design and program creations all by themselves. WeDo kits take the fun and technology of Mindstorms kits and make it simpler for novice coders and builders. WeDo software is easy to learn and a blast to use. At the same time, using WeDo can easily be integrated into STEM instruction. Accessible text and clear photographs help readers make sense of a potentially difficult topic. Eye-catching sidebars and a graphic organizer round out this exciting learning experience. The LEGO name and products, including MINDSTORMS and WeDo, are trademarks of the LEGO Group, and their use in this book does not imply a recommendation or endorsement of this title by the Lego Group.


Understanding Coding with Lego Mindstorms™

Understanding Coding with Lego Mindstorms™

Author: Patricia Harris, Ph.D.

Publisher: The Rosen Publishing Group, Inc

Published: 2015-12-15

Total Pages: 26

ISBN-13: 1508144648

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The first Lego Mindstorms™ sets were released in the early 1990s. Since then, Lego’s line of buildable, programmable robots has become a sensation with budding coders all over the world. More than just toy building blocks, Lego Mindstorms™ sets allow users to familiarize themselves with manipulating and customizing computer hardware and software. In this volume, readers will learn what it takes to be a Mindstorms builder and programmer! The manageable text is supported by clear photographs and a concluding graphic organizer. Young coders are sure to enjoy reading about Lego Mindstorms™ and learning how to make amazing computer-controlled robotic creations all by themselves. The LEGO name and products, including MINDSTORMS and WeDo, are trademarks of the LEGO Group, and their use in this book does not imply a recommendation or endorsement of this title by the Lego Group.


Coding with LEGO WeDo

Coding with LEGO WeDo

Author: Amy Quinn

Publisher: Cherry Lake

Published: 2017-08-01

Total Pages: 28

ISBN-13: 1634727606

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LEGO WeDo enables students to build and program their own robots. Through simple text written to foster creativity and problem solving, students will the art of innovation. Large, colorful images show students how to complete activities. Additional tools, including a glossary and an index, help students learn new vocabulary and locate information.


Coding Activities for Coding Robots with LEGO Mindstorms®

Coding Activities for Coding Robots with LEGO Mindstorms®

Author: Emilee Hillman

Publisher: 'The Rosen Publishing Group, Inc'

Published: 2021-07-15

Total Pages: 66

ISBN-13: 1725341085

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Countless robots are available in stores today. Some of these robots can be controlled with a simple application, while some require a working knowledge of code. Using a LEGO Mindstorms kit requires users to build and customize a robot and then learn to program it to control its operation. In this compelling volume, readers will learn how to get started using LEGO Mindstorms robots by completing a series of hands-on coding activities. These activities not only introduce robotics, they also help lay a foundation for future coding skills.


Understanding Coding with Java

Understanding Coding with Java

Author: Emilee Hillman

Publisher: The Rosen Publishing Group, Inc

Published: 2017-07-15

Total Pages: 27

ISBN-13: 1508154910

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Need an application that will run on any system and in any environment? Java, known as a �write once, read anywhere� programming language, has become the go-to language for cross-platform programming. This workhorse language is a great starting point for coders looking to develop job skills. With the help of simple code, manageable text, and clear diagrams, readers will learn how to code base programs in Java using the activities in this book. In no time at all, readers will have the knowledge needed to start working with Java.