Modern Operating Systems


Andrew S. Tanenbaum - 1992
    What makes an operating system modern? According to author Andrew Tanenbaum, it is the awareness of high-demand computer applications--primarily in the areas of multimedia, parallel and distributed computing, and security. The development of faster and more advanced hardware has driven progress in software, including enhancements to the operating system. It is one thing to run an old operating system on current hardware, and another to effectively leverage current hardware to best serve modern software applications. If you don't believe it, install Windows 3.0 on a modern PC and try surfing the Internet or burning a CD. Readers familiar with Tanenbaum's previous text, Operating Systems, know the author is a great proponent of simple design and hands-on experimentation. His earlier book came bundled with the source code for an operating system called Minux, a simple variant of Unix and the platform used by Linus Torvalds to develop Linux. Although this book does not come with any source code, he illustrates many of his points with code fragments (C, usually with Unix system calls). The first half of Modern Operating Systems focuses on traditional operating systems concepts: processes, deadlocks, memory management, I/O, and file systems. There is nothing groundbreaking in these early chapters, but all topics are well covered, each including sections on current research and a set of student problems. It is enlightening to read Tanenbaum's explanations of the design decisions made by past operating systems gurus, including his view that additional research on the problem of deadlocks is impractical except for "keeping otherwise unemployed graph theorists off the streets." It is the second half of the book that differentiates itself from older operating systems texts. Here, each chapter describes an element of what constitutes a modern operating system--awareness of multimedia applications, multiple processors, computer networks, and a high level of security. The chapter on multimedia functionality focuses on such features as handling massive files and providing video-on-demand. Included in the discussion on multiprocessor platforms are clustered computers and distributed computing. Finally, the importance of security is discussed--a lively enumeration of the scores of ways operating systems can be vulnerable to attack, from password security to computer viruses and Internet worms. Included at the end of the book are case studies of two popular operating systems: Unix/Linux and Windows 2000. There is a bias toward the Unix/Linux approach, not surprising given the author's experience and academic bent, but this bias does not detract from Tanenbaum's analysis. Both operating systems are dissected, describing how each implements processes, file systems, memory management, and other operating system fundamentals. Tanenbaum's mantra is simple, accessible operating system design. Given that modern operating systems have extensive features, he is forced to reconcile physical size with simplicity. Toward this end, he makes frequent references to the Frederick Brooks classic The Mythical Man-Month for wisdom on managing large, complex software development projects. He finds both Windows 2000 and Unix/Linux guilty of being too complicated--with a particular skewering of Windows 2000 and its "mammoth Win32 API." A primary culprit is the attempt to make operating systems more "user-friendly," which Tanenbaum views as an excuse for bloated code. The solution is to have smart people, the smallest possible team, and well-defined interactions between various operating systems components. Future operating system design will benefit if the advice in this book is taken to heart. --Pete Ostenson

Instructional Technology and Media for Learning


Sharon E. Smaldino - 1999
    This unique case-based text places the reader squarely in the classroom while providing a framework that teaches readers to apply in-depth coverage of current and future computer, multimedia, Internet/intranet, distance learning, and audio/visual technologies to classroom instruction. Don't just read about technology integration - experience it! In addition to its' unique case-based approach the new edition now includes a new ASSURE Learning in Action DVD. This dvd, located in every copy of the text, provides current video of today's teachers using technology and media to improve learning for students across grade levels and content areas, rubric templates, a lesson plan builder, and skill-builder activites.

The Society of Mind


Marvin Minsky - 1985
    Mirroring his theory, Minsky boldly casts The Society of Mind as an intellectual puzzle whose pieces are assembled along the way. Each chapter -- on a self-contained page -- corresponds to a piece in the puzzle. As the pages turn, a unified theory of the mind emerges, like a mosaic. Ingenious, amusing, and easy to read, The Society of Mind is an adventure in imagination.

Discover Your Child's Learning Style: Children Learn in Unique Ways - Here's the Key to Every Child's Learning Success


Mariaemma Willis - 1999
    What works best for one child is often counterproductive for others. By trying to force all children into the same learning mode we unfairly short-circuit their education as well as their intellectual development. Discover Your Child's Learning Style shows you how to assess and nurture your child's individual learning potential based on his or her talents, interests, disposition, preferred environment, and more. Inside is a step-by-step program of self-awareness tests that guide you to a better understanding of your child's unique strengths and weaknesses, goals and interests, and inner peace. You'll discover how to create the right atmosphere for learning in the home. Most important, you'll help your child excel not only in school but in life as well. "An excellent tool for discovering how a student learns best. Teaching children according to how they learn ensures optimum education for all; it's an approach that could help make remedial literacy programs obsolete!"—Patricia Flanigan, California State Library Literacy Task Force "Essential for any parent or teacher who works with children."—Suzanne Lopez, psychotherapist and author of Get Smart with Your Heart "A powerful tool for increasing your child's self-esteem. At last, there is a simple solution for every child to become a winner."—Nancy L. Chaconas, M.A., educator, author of HELP-Esteem "Parents who understand the principles in this book will be better parents!"—Richard and Linda Eyre, authors of Teaching Your Children Values

Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning With New Media


Mizuko ItoDilan Mahendran - 2009
    Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. "Hanging Out, Messing Around, and Geeking Out" fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings -- at home, in after-school programs, and in online spaces. Integrating twenty-three case studies -- which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups -- in a unique collaborative authorship style, " Hanging Out, Messing Around, and Geeking Ou"t is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.

Sticks and Stones: Defeating the Culture of Bullying and Rediscovering the Power of Character and Empathy


Emily Bazelon - 2013
    Bullying, once thought of as the province of queen bees and goons, has taken on new, complex, and insidious forms, as parents and educators know all too well. No writer is better poised to explore this territory than Emily Bazelon, who has established herself as a leading voice on the social and legal aspects of teenage drama. In Sticks and Stones, she brings readers on a deeply researched, clear-eyed journey into the ever-shifting landscape of teenage meanness and its sometimes devastating consequences. The result is an indispensable book that takes us from school cafeterias to courtrooms to the offices of Facebook, the website where so much teenage life, good and bad, now unfolds. Along the way, Bazelon defines what bullying is and, just as important, what it is not. She explores when intervention is essential and when kids should be given the freedom to fend for themselves. She also dispels persistent myths: that girls bully more than boys, that online and in-person bullying are entirely distinct, that bullying is a common cause of suicide, and that harsh criminal penalties are an effective deterrent. Above all, she believes that to deal with the problem, we must first understand it. Blending keen journalistic and narrative skills, Bazelon explores different facets of bullying through the stories of three young people who found themselves caught in the thick of it. Thirteen-year-old Monique endured months of harassment and exclusion before her mother finally pulled her out of school. Jacob was threatened and physically attacked over his sexuality in eighth grade—and then sued to protect himself and change the culture of his school. Flannery was one of six teens who faced criminal charges after a fellow student’s suicide was blamed on bullying and made international headlines. With grace and authority, Bazelon chronicles how these kids’ predicaments escalated, to no one’s benefit, into community-wide wars. Cutting through the noise, misinformation, and sensationalism, she takes us into schools that have succeeded in reducing bullying and examines their successful strategies. The result is a groundbreaking book that will help parents, educators, and teens themselves better understand what kids are going through today and what can be done to help them through it.Praise for Sticks and Stones “Intelligent, rigorous . . . [Emily Bazelon] is a compassionate champion for justice in the domain of childhood’s essential unfairness.”—Andrew Solomon, The New York Times Book Review   “[Bazelon] does not stint on the psychological literature, but the result never feels dense with studies; it’s immersive storytelling with a sturdy base of science underneath, and draws its authority and power from both.”—New York   “A humane and closely reported exploration of the way that hurtful power relationships play out in the contemporary public-school setting . . . As a parent herself, [Bazelon] brings clear, kind analysis to complex and upsetting circumstances.”—The Wall Street Journal   “Bullying isn’t new. But our attempts to respond to it are, as Bazelon explains in her richly detailed, thought-provoking book. . . . Comprehensive in her reporting and balanced in her conclusions, Bazelon extracts from these stories useful lessons for young people, parents and principals alike.” —The Washington Post

Racing the Beam: The Atari Video Computer System


Nick Montfort - 2009
    The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives.Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

They Say / I Say: The Moves That Matter in Academic Writing


Gerald Graff - 2006
    In addition to explaining the basic moves, this book provides writing templates that show students explicitly how to make these moves in their own writing.

The Boy Who Was Raised as a Dog: And Other Stories from a Child Psychiatrist's Notebook


Bruce D. Perry - 2007
    In The Boy Who Was Raised as a Dog, he tells their stories of trauma and transformation through the lens of science, revealing the brain's astonishing capacity for healing. Deftly combining unforgettable case histories with his own compassionate, insightful strategies for rehabilitation, Perry explains what exactly happens to the brain when a child is exposed to extreme stress-and reveals the unexpected measures that can be taken to ease a child's pain and help him grow into a healthy adult. Through the stories of children who recover-physically, mentally, and emotionally-from the most devastating circumstances, Perry shows how simple things like surroundings, affection, language, and touch can deeply impact the developing brain, for better or for worse. In this deeply informed and moving book, Bruce Perry dramatically demonstrates that only when we understand the science of the mind can we hope to heal the spirit of even the most wounded child.

Yardsticks: Child and Adolescent Development


Chip Wood - 2017
    

The Homegrown Preschooler: Teaching Your Kids in the Places They Live


Kathy H. Lee - 2013
    Parents will learn how to transform their home into a learning environment that rivals the best preschool classroom by finding exciting learning opportunities in everyday occurrences, from using laundry to teach sorting to exploring growth cycles in the garden. Parents can make easy use of simple-to-start ideas, advice, and activities, as well as organizational tips, recipes, and more than 200 activities that are easy to pull together. In addition, there are convenient charts and checklists to document children’s growth, which will help ensure there are no gaps in educational, social, or physical development.

Game Mechanics: Advanced Game Design


Ernest Adams - 2012
    You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.

The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education


Karl M. Kapp - 2012
    He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group

Theories of Development


William Crain - 2004
    Emphasizing the theories that build upon the developmental tradition, it also covers theories in the environmental/learning tradition.

Challenges for Game Designers


Brenda Brathwaite - 2008
    Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 -non-digital shorts- to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thoughtprovoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.