Unlock Technology with the Computer Puppets for Grades 3rd-5th

Unlock Technology with the Computer Puppets for Grades 3rd-5th

Author: Rene' Compton

Publisher: Xulon Press

Published: 2012-05

Total Pages: 132

ISBN-13: 1622302559

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Can you imagine a technological world without intimidation? It exists in a place called High Tech Land. Computer Puppets including Chip, Ram, Motherboard, and even Dr. Rebooty Sly help students of all ages comprehend abstract concepts, develop a robust level of computer understanding and provide numerous learning experiences. Students will develop a solid understanding of every component's purpose by learning from the puppets' adventures and mishaps. These loveable puppets give everyone the same opportunity to become computer literate and to understand computer science. UNLOCK TECHNOLOGY WITH THE COMPUTER PUPPETS is a spin-off of the highly recommended technology-training program, Understanding Technology with the Computer Puppets(c). This program has been used for eleven years in public and private schools and is now available in book form for at home training. No prior computer knowledge is necessary; teachers, students, parents and children can learn alongside each other with easy to use step-by-step lesson plans. It only takes 10-20 minutes a week to complete this program. Game board components as well as the four part DVD starring the Computer Puppets are available for free and can be downloaded with the purchase of this book. THE COMPUTER PUPPETS were divinely inspired when the author Rene Compton, Computer Science Major, accepted a job for a large corporation providing Help Desk support for hardware and software. It soon became apparent that even well-educated adults lack the necessary skills to adapt to the ever-changing world of technology. This book is the answer to her heart's desire to help everyone become computer literate.


The Last Lecture

The Last Lecture

Author: Randy Pausch

Publisher:

Published: 2010

Total Pages: 0

ISBN-13: 9780340978504

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The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.


Carly's Voice

Carly's Voice

Author: Arthur Fleischmann

Publisher: Simon and Schuster

Published: 2012-03-27

Total Pages: 380

ISBN-13: 1439194165

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In this international bestseller, father and advocate for Autism awareness Arthur Fleischmann blends his daughter Carly’s own words with his story of getting to know his remarkable daughter—after years of believing that she was unable to understand or communicate with him. At the age of two, Carly Fleischmann was diagnosed with severe autism and an oral motor condition that prevented her from speaking. Doctors predicted that she would never intellectually develop beyond the abilities of a small child. Carly remained largely unreachable through the years. Then, at the age of ten, she had a breakthrough. While working with her devoted therapists, Carly reached over to their laptop and typed “HELP TEETH HURT,” much to everyone’s astonishment. Although Carly still struggles with all the symptoms of autism, she now has regular, witty, and profound conversations on the computer with her family and her many thousands of supporters online. One of the first books to explore firsthand the challenges of living with autism, Carly’s Voice brings readers inside a once-secret world in the company of an inspiring young woman who has found her voice and her mission


Flickering Pixels

Flickering Pixels

Author: Shane Hipps

Publisher: Harper Collins

Published: 2009

Total Pages: 210

ISBN-13: 0310293219

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"The methods change, but the message stays the same." This saying is the guiding light for faithful Christians in a changing world. But author Shane Hipps reveals the error in this thinking. Instead he demonstrates how changing the methods always changes the message. He shows us the hidden power of technology to shape our faith in unexpected ways.


Challenges of Teaching with Technology Across the Curriculum

Challenges of Teaching with Technology Across the Curriculum

Author: Lawrence A. Tomei

Publisher: IGI Global

Published: 2003-01-01

Total Pages: 344

ISBN-13: 9781931777896

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"Integrating both theory and practice with assessment to make learning outcomes possible, this text is an invaluable reference for teachers who develop their own instructional materials or are asked to select software and web sites for their students. Educators from across the United States offer their thoughts on technology in every aspect of education, from science to the fine arts and from mathematics to special needs students. Presented are example software packages and Internet sites that have been accumulated, reviewed, and assessed by these education professionals."


Online Trolling and Its Perpetrators

Online Trolling and Its Perpetrators

Author: Pnina Fichman

Publisher: Rowman & Littlefield

Published: 2016-04-11

Total Pages: 217

ISBN-13: 1442238518

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Online trolling and other deviant behaviors have always affected online communities. As online trolling becomes widely spread, myriad questions are raised, including: Who is a troll and why do trolls troll? What are the enabling factors of online trolling? How do members and administrators of online communities detect, interpret, and react to trolling? How can online trolling be handled effectively? What is the impact of the socio-cultural and technological environments on online trolling? What motivates trolling? The book answers these questions and includes the following focuses: Hard-core trolls and light trolls Gender, trolling, and anti-social behavior online Perception of trolling Collaborative trolling Ideological trolls Trolling around the globe


The Second Self

The Second Self

Author: Sherry Turkle

Publisher: Touchstone

Published: 1984

Total Pages: 372

ISBN-13: 9780671606022

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In The Second Self, Sherry Turkle looks at the computer not as a "tool," but as part of our social and psychological lives; she looks beyond how we use computer games and spreadsheets to explore how the computer affects our awareness of ourselves, of one another, and of our relationship with the world. "Technology," she writes, "catalyzes changes not only in what we do but in how we think." First published in 1984, The Second Self is still essential reading as a primer in the psychology of computation. This twentieth anniversary edition allows us to reconsider two decades of computer culture-to (re)experience what was and is most novel in our new media culture and to view our own contemporary relationship with technology with fresh eyes. Turkle frames this classic work with a new introduction, a new epilogue, and extensive notes added to the original text. Turkle talks to children, college students, engineers, AI scientists, hackers, and personal computer owners-people confronting machines that seem to think and at the same time suggest a new way for us to think-about human thought, emotion, memory, and understanding. Her interviews reveal that we experience computers as being on the border between inanimate and animate, as both an extension of the self and part of the external world. Their special place betwixt and between traditional categories is part of what makes them compelling and evocative. In the introduction to this edition, Turkle quotes a PDA user as saying, "When my Palm crashed, it was like a death. I thought I had lost my mind." Why we think of the workings of a machine in psychological terms-how this happens, and what it means for all of us-is the ever more timely subject of The Second Self. Book jacket.


Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play

Author: Meagan Marie

Publisher: Penguin

Published: 2018-12-04

Total Pages: 354

ISBN-13: 0744019931

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Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.