Book picks similar to
You Can Code: Make Your Own Games, Apps and More in Scratch and Python! by Kevin Pettman
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The Non-Designer's Web Book
Robin P. Williams - 1998
Throughout, the authors' aim is to inspire you and spark your creativity rather than sedate you with pages and pages of code. To that end, you'll find loads of real-world examples, interesting illustrations, and the simple instructions you need to implement the techniques and concepts described in these pages.
How to teach English literature: Overcoming cultural poverty
Jennifer Webb - 2019
C++ Primer Plus
Stephen Prata - 2004
This guide also illustrates how to handle input and output, make programs perform repetitive tasks, manipulate data, hide information, use functions and build flexible, easily modifiable programs.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
The Common Core Lesson Book, K-5: Working with Increasingly Complex Literature, Informational Text, and Foundational Reading Skills
Gretchen Owocki - 2012
This book is aimed at helping teachers implement quality Common Core instruction around this principle. -Gretchen Owocki The quality of instruction is the most important factor in helping students meet the Common Core Standards. That's why Gretchen Owocki's Common Core Lesson Book empowers teachers with a comprehensive framework for implementation that enhances existing curriculum and extends it to meet Common Core goals. Children, writes Gretchen (author of The RTI Daily Planning Book), need teachers who believe in the power of meaningful reading as a context for instruction. She breaks the CCSS reading standards into manageable chunks that emphasize engaged, authentic reading and differentiated teaching. For each standard, she offers: a clear description of what it asks from students an instructional decision tree that connects assessment to planning instructional strategies that gradually release responsibility to students techniques for intensifying instruction when readers need more support. In implementing the standards, writes Gretchen, we want children to deeply engage with multiple forms of reading. I wrote this book to offer encouragement to stay grounded in meaningful instruction, and to offer a set of strategies that emphasize meaningful reading. Respond to the Common Core with The Common Core Lesson Book-you'll help students meet the standards, and so much more.
Six Million Paper Clips: The Making of a Children's Holocaust Memorial
Peter W. Schroeder - 2004
Describes the efforts of middle school students from the rural Tennessee town of Whitwell to create a Holocaust memorial based on a collection of millions of paper clips intended to represent all of the victims exterminated by the Nazis.
Building Microservices: Designing Fine-Grained Systems
Sam Newman - 2014
But developing these systems brings its own set of headaches. With lots of examples and practical advice, this book takes a holistic view of the topics that system architects and administrators must consider when building, managing, and evolving microservice architectures.Microservice technologies are moving quickly. Author Sam Newman provides you with a firm grounding in the concepts while diving into current solutions for modeling, integrating, testing, deploying, and monitoring your own autonomous services. You'll follow a fictional company throughout the book to learn how building a microservice architecture affects a single domain.Discover how microservices allow you to align your system design with your organization's goalsLearn options for integrating a service with the rest of your systemTake an incremental approach when splitting monolithic codebasesDeploy individual microservices through continuous integrationExamine the complexities of testing and monitoring distributed servicesManage security with user-to-service and service-to-service modelsUnderstand the challenges of scaling microservice architectures
Head First C#
Andrew Stellman - 2007
Built for your brain, this book covers C# 3.0 and Visual Studio 2008, and teaches everything from language fundamentals to advanced topics including garbage collection, extension methods, and double-buffered animation. You'll also master C#'s hottest and newest syntax, LINQ, for querying SQL databases, .NET collections, and XML documents. By the time you're through, you'll be a proficient C# programmer, designing and coding large-scale applications. Every few chapters you will come across a lab that lets you apply what you've learned up to that point. Each lab is designed to simulate a professional programming task, increasing in complexity until-at last-you build a working Invaders game, complete with shooting ships, aliens descending while firing, and an animated death sequence for unlucky starfighters. This remarkably engaging book will have you going from zero to 60 with C# in no time flat.
Invent Your Own Computer Games with Python
Al Sweigart - 2009
The 3rd edition is now available for sale or download. * * * * "Invent Your Own Computer Games with Python" teaches you computer programming in the Python programming language. Each chapter gives you the complete source code for a new game and teaches the programming concepts from these examples. The book is available under a Creative Commons license and can be downloaded in full for free from http: //inventwithpython.com "Invent with Python" was written to be understandable by kids as young as 10 to 12 years old, although it is great for anyone of any age who has never programmed before. This second edition has revised and expanded content, including using the Pygame library to make games with graphics, animation, and sound.
Python for Everybody: Exploring Data in Python 3
Charles Severance - 2016
You can think of the Python programming language as your tool to solve data problems that are beyond the capability of a spreadsheet.Python is an easy to use and easy to learn programming language that is freely available on Macintosh, Windows, or Linux computers. So once you learn Python you can use it for the rest of your career without needing to purchase any software.This book uses the Python 3 language. The earlier Python 2 version of this book is titled "Python for Informatics: Exploring Information".
Genius Makers: The Mavericks Who Brought AI to Google, Facebook, and the World
Cade Metz - 2021
Through the lives of Geoff Hinton and other major players, Metz explains this transformative technology and makes the quest thrilling.--Walter Isaacson, author of The Code Breaker
Recipient of starred reviews in both Kirkus and Library JournalTHE UNTOLD TECH STORY OF OUR TIMEWhat does it mean to be smart? To be human? What do we really want from life and the intelligence we have, or might create?With deep and exclusive reporting, across hundreds of interviews, New York Times Silicon Valley journalist Cade Metz brings you into the rooms where these questions are being answered. Where an extraordinarily powerful new artificial intelligence has been built into our biggest companies, our social discourse, and our daily lives, with few of us even noticing.Long dismissed as a technology of the distant future, artificial intelligence was a project consigned to the fringes of the scientific community. Then two researchers changed everything. One was a sixty-four-year-old computer science professor who didn't drive and didn't fly because he could no longer sit down--but still made his way across North America for the moment that would define a new age of technology. The other was a thirty-six-year-old neuroscientist and chess prodigy who laid claim to being the greatest game player of all time before vowing to build a machine that could do anything the human brain could do.They took two very different paths to that lofty goal, and they disagreed on how quickly it would arrive. But both were soon drawn into the heart of the tech industry. Their ideas drove a new kind of arms race, spanning Google, Microsoft, Facebook, and OpenAI, a new lab founded by Silicon Valley kingpin Elon Musk. But some believed that China would beat them all to the finish line.Genius Makers dramatically presents the fierce conflict between national interests, shareholder value, the pursuit of scientific knowledge, and the very human concerns about privacy, security, bias, and prejudice. Like a great Victorian novel, this world of eccentric, brilliant, often unimaginably yet suddenly wealthy characters draws you into the most profound moral questions we can ask. And like a great mystery, it presents the story and facts that lead to a core, vital question:How far will we let it go?
The Secret of Literacy: Making the implicit, explicit
David Didau - 2014
In the Teachers' Standards it states that all teachers must demonstrate an understanding of, and take responsibility for, promoting high standards of literacy, articulacy, and the correct use of standard English, whatever the teacher's specialist subject. In The Secret of Literacy, David Didau inspires teachers to embrace the challenge of improving students' life chances through improving their literacy. Topics include: Why is literacy important?, Oracy improving classroom talk, How should we teach reading? How to get students to value writing, How written feedback and marking can support literacy.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Blogs, Wikis, Podcasts, and Other Powerful Web Tools for Classrooms
Will Richardson - 2006
For both novice and experienced techies, this practical resource shows how to use blogs and other new Web tools for innovative, interactive teaching and motivated learning.
Don't Waste Your Time Homeschooling: 72 Things I Wish I'd Known
Traci Matt - 2014
"Don’t Waste Your Time Homeschooling: 72 Things I Wish I’d Known" features concrete suggestions to help you: • Discover ways to take your family’s pulse and maintain a peaceful household. • Realize how easy it can be to sidestep the isolation trap. • Find creative ways to maintain your own identity amid a sea of others’ needs. • Learn the one easy habit to help avoid conflict with busy teen drivers. • Explain to others how your children are being properly socialized.