How Computers Work


Book Description

Computers are everywhere. Even a smartphone is a mini computer. With digital technologies so prevalent in today's world, it's important for young learners to know how they work. This book introduces kids to the design and function of the hardware and networks that digitally connect us. Utilizing colorful infographics and simple language, this book discusses the history of the first computers, different types of computers, and the important parts that make a computer run. It makes learning about computers easy for young readers, and it will inspire your budding engineers.




Mindstorms


Book Description

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.







Computer Environments for Children


Book Description

In this book, Cynthia Solomon takes a welcome look at the possibilities and issues of learning with and about computers in schools or in any other learning environment.




How Computer Games Help Children Learn


Book Description

How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.




Young Children, Videos and Computer Games


Book Description

Debate ranges over the effects of the growing utilization by the young of interactive screen-based technologies and the effects of these on vulnerable young chldren. This text is based on two years' research on 100 children, with entertainment screen technology in their homes, following them from home to school and examining the difference in culture in the two environments. The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the text's coverage.




The Magical World of Computers


Book Description

This book is the result of a laborious investigation into the knowledge of computers world. The beautiful illustrations of the chapters of this work are designed to get the attention of children. It is important to highlight that its chapters not only point to the child's familiarization and knowledge of the computer, but also to facilitate the acquisition of notions and concepts that constitute the necessary basis to encourage their curiosity and allow them to develop the necessary skills for learning of new technologies. The book "The Magical World of Computer" is intended for children between 6 and 12 years of age. It can be used as a book for learning how to use the computer in specific subjects or, simply, as a teaching tool outside the classroom for vacation courses or other courses whose objectives are oriented to begin in the management of this powerful tool. The book consists of ten (10) chapters, which are specified below: Chapter 1. My first steps with the computer. Chapter 2. The computer lab. Chapter 3. Knowing the monitor. Chapter 4. Knowing the keyboard. Chapter 5. Knowing the mouse. Chapter 6. Computer Accessories. Chapter 7. Knowing the Windows operating system. Chapter 8. Drawing with the Paint tool. Chapter 9. Creating Text with the WordPad tool. Chapter 10. Knowing the Internet World.The Magical World of Computers is a work that will not only catch the child but also the adult, just by looking at the didactic of its content and the magic of the illustrations. The magical world of computers, is a work that will not only capture the child's attention, but also the adult just by seeing the didactic of its content and the magic of the illustrations.




How Computers Work


Book Description

How many different parts does a computer have? Where do computers get their power? Questions such as these and more answered in this engaging book about how computers function. Readers learn about crucial computer skills and concepts within this concise text, which is necessary in today's technological landscape. Colorful illustrations, instructional diagrams, informative fact boxes, and helpful graphic organizers are included to provide extra insight and enrich readers' understanding of this essential topic. Basic facts are presented in a creative way that's sure to keep readers entertained as they learn.




Career Ideas for Kids Who Like Computers


Book Description

Explores fifteen different career possibilities for people who are interested in computers, including computer game designer, hardware engineer, online researcher, and technical writer.




Grace Hopper


Book Description

“If you’ve got a good idea, and you know it’s going to work, go ahead and do it.” The inspiring story of Grace Hopper—the boundary-breaking woman who revolutionized computer science—is told told in an engaging picture book biography. Who was Grace Hopper? A software tester, workplace jester, cherished mentor, ace inventor, avid reader, naval leader—AND rule breaker, chance taker, and troublemaker. Acclaimed picture book author Laurie Wallmark (Ada Byron Lovelace and the Thinking Machine) once again tells the riveting story of a trailblazing woman. Grace Hopper coined the term “computer bug” and taught computers to “speak English.” Throughout her life, Hopper succeeded in doing what no one had ever done before. Delighting in difficult ideas and in defying expectations, the insatiably curious Hopper truly was “Amazing Grace” . . . and a role model for science- and math-minded girls and boys. With a wealth of witty quotes, and richly detailed illustrations, this book brings Hopper's incredible accomplishments to life.