Twenty Things to Do with a Computer Forward 50

Twenty Things to Do with a Computer Forward 50
Title Twenty Things to Do with a Computer Forward 50 PDF eBook
Author Gary S. Stager
Publisher
Pages 418
Release 2021-11-22
Genre
ISBN 9781955604017

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In 1971, Cynthia Solomon and Seymour Papert published Twenty Things to Do with a Computer, a revolutionary document that would set the course of education for the next fifty years and beyond. This book, Twenty Things to Do with a Computer Forward 50, is a celebration of the vision set forth by Papert and Solomon a half-century ago. Four dozen experts from around the world invite us to consider the original provocations, reflect on their implementation, and chart a course for the future through personal recollections, learning stories, and imaginative scenarios. Twenty Things to Do with a Computer Forward 50 can inspire parents, educators, and aspiring teachers to make the world a better place for learning. The impact of Twenty Things is all around us. In 1971, Solomon and Papert predicted 1:1 personal computing, the maker movement, the rise of computational thinking, children programming computers, robotic construction kits, computer science for all, and integrating computing across the curriculum. All of this, years, or even decades, before such notions became more commonplace. In fewer than thirty pages, Twenty Things to Do with a Computer introduced readers to an exciting world in which children use computers they own to create, solve problems, control their world, and bring powerful ideas to life across subject areas. More importantly, Twenty Things situates the ideals of progressive education in a modern context. Papert and Solomon demonstrated how computing could be creative, humane, whimsical, childlike, and a way to learn "everything else," even ideas at the frontiers of mathematics and science. Contributors to this book include scholars and tech pioneers who worked with Papert and Solomon in the 1970s, phenomenal classroom teachers, inventors, researchers, school administrators, university professors, and educational technology leaders. Essays in this collection offer multiple pathways for school reform. Authors include Cynthia Solomon, Sugata Mitra, Conrad Wolfram, Audrey Watters, David Thornburg, Yasmin Kafai, Dale Dougherty, Nettrice Gaskins, Dan Lynn Watt, Molly Lynn Watt, Gary Stager, Artemis Papert, Stephen Heppell, along with forty other brilliant thinkers and legendary educators. Twenty Things to Do with a Computer Forward 50 is an effort to preserve a historical document and share it with future of generations seeking a more creative, personal, empowering, and meaningful educational experience for young people. This book is a must-read for: Educators School leaders Preservice teachers Policymakers Technology developers Parents

Mindstorms

Mindstorms
Title Mindstorms PDF eBook
Author Seymour A Papert
Publisher Basic Books
Pages 256
Release 2020-10-06
Genre Education
ISBN 154167510X

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In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.

Studying the Novice Programmer

Studying the Novice Programmer
Title Studying the Novice Programmer PDF eBook
Author E. Soloway
Publisher Psychology Press
Pages 504
Release 2013-12-02
Genre Psychology
ISBN 1317786203

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Parallel to the growth of computer usage in society is the growth of programming instruction in schools. This informative volume unites a wide range of perspectives on the study of novice programmers that will not only inform readers of empirical findings, but will also provide insights into how novices reason and solve problems within complex domains. The large variety of methodologies found in these studies helps to improve programming instruction and makes this an invaluable reference for researchers planning studies of their own. Topics discussed include historical perspectives, transfer, learning, bugs, and programming environments.

The Road Ahead

The Road Ahead
Title The Road Ahead PDF eBook
Author Bill Gates
Publisher Penguin Group
Pages 356
Release 1996
Genre Business & Economics
ISBN

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In this clear-eyed, candid, and ultimately reassuring

Aunt Sugar's Guide to 20 Things You Need to Know to Get Revenge on Your Ex and Things You Need to Know Before You Marry Your Next

Aunt Sugar's Guide to 20 Things You Need to Know to Get Revenge on Your Ex and Things You Need to Know Before You Marry Your Next
Title Aunt Sugar's Guide to 20 Things You Need to Know to Get Revenge on Your Ex and Things You Need to Know Before You Marry Your Next PDF eBook
Author Aunt Sugar
Publisher Lulu.com
Pages 35
Release 2010-05-09
Genre Family & Relationships
ISBN 0557369614

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Good advice from Aunt Sugar on how to get over the hurt of divorce and what you should know about a man before you even consider marrying him

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Title What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF eBook
Author James Paul Gee
Publisher Macmillan
Pages 233
Release 2014-12-02
Genre Education
ISBN 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Getting Things Done

Getting Things Done
Title Getting Things Done PDF eBook
Author David Allen
Publisher Penguin
Pages 354
Release 2015-03-17
Genre Business & Economics
ISBN 0698161866

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The book Lifehack calls "The Bible of business and personal productivity." "A completely revised and updated edition of the blockbuster bestseller from 'the personal productivity guru'"—Fast Company Since it was first published almost fifteen years ago, David Allen’s Getting Things Done has become one of the most influential business books of its era, and the ultimate book on personal organization. “GTD” is now shorthand for an entire way of approaching professional and personal tasks, and has spawned an entire culture of websites, organizational tools, seminars, and offshoots. Allen has rewritten the book from start to finish, tweaking his classic text with important perspectives on the new workplace, and adding material that will make the book fresh and relevant for years to come. This new edition of Getting Things Done will be welcomed not only by its hundreds of thousands of existing fans but also by a whole new generation eager to adopt its proven principles.