The Adventures of Paula and Tech Paula Meets Tech Just for Kids


Book Description

Paula and Tech's adventures feature a young girl, her computer Tech, the mouse, and other friends along her life's journey. Each creative story concept, Paula and Tech, takes you on an adventure of learning technology. The Adventures of Paula and Tech, Just for Kids, provides a way for young children to learn technology, leadership skills, communication skills, reading skills, language skills, and solving real-life problems along the adventure. The book Paula meets Tech created for kids between the ages of 5 - 9. It will help impact young lives toward Science, Technology, Engineer, and Mathematics (STEM) awareness.




The Adventures of Paula and Tech Paula Meets Tech Just for Kids!


Book Description

Paula and Tech's adventures feature a young girl, computer Tech, the mouse, and other friends along her life's journey. Each creative story concept, Paula and Tech, takes you on an adventure of learning technology. The Adventures of Paula and Tech, Just for Kids, provides a way for young children to learn technology, leadership skills, communication skills, reading skills, language skills, and solving real-life problems along the adventure. The book was created for kids between the ages of 5 - 9. Our early child learning mission is to impact lives toward Science, Technology, Engineer and Mathematics (STEM) awareness.







Human-Computer Interaction


Book Description

This four volume set provides the complete proceedings of the 10th International Conference on Human-Computer Interaction held June, 2003 in Crete, Greece. A total of 2,986 individuals from industry, academia, research institutes, and governmental agencies from 59 countries submitted their work for presentation at the conference. The papers address the latest research and development efforts, as well as highlight the human aspects of design and use of computing systems. Those accepted for presentation thoroughly cover the entire field of human-computer interaction, including the cognitive, social, ergonomic, and health aspects of work with computers. The papers also address major advances in knowledge and effective use of computers in a variety of diversified application areas, including offices, financial institutions, manufacturing, electronic publishing, construction, health care, and disabled and elderly people.




Handbook of Research on Advancing Equity and Inclusion Through Educational Technology


Book Description

Digital technologies play a significant role in the popular imagination about the future of education, as they are a prominent aspect of modern education provision and practice across the globe. Due to the increased adoption of digital education materials during the COVID-19 pandemic, the pedagogical significance of digital technology has been amplified. Advancing Equity and Inclusion Through Educational Technology builds upon the available literature in equity and inclusion through educational technology while providing further research opportunities in this dynamic and growing field. It provides the opportunity for reflection on this crucial issue by increasing the understanding of the importance of inclusion and equity in the context of educational improvements and providing relevant academic work, empirical research findings, and an overview of this relevant field of study. Covering topics such as sustainable inclusion learning, virtual school press programs, and generic skills, this major reference work is a comprehensive and timely resource for educators and administrators of both K-12 and higher education, government officials, pre-service teachers, teacher educators, librarians, researchers, and academicians.




Game Jams – History, Technology, and Organisation


Book Description

This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.




The Last Silver Bullet?


Book Description

Originally this book was meant only to recommend a way to pay for placing modern technology into all of our country's public schools. As we began to formulate that financing plan, however, we realized the task was not as straightforward as we had thought. We were struck by the vehement opposition to our basic premise-the importance of using technology in education-voiced by most relevant constituencies: educators, taxpayers, and especially many businesses.




My Road to Microsoft


Book Description

My road to Microsoft is a chronicle of a young woman rise as an engineer in the male-dominated field of technology and how her concept became Microsoft Expedia, the first successful Internet travel site. Woven throughout this memoir is her personal story of coming out as a lesbian and sharing her life for almost 20 years with her partner. The book starts in Brazil covering the struggle of becoming an engineer despite society's limited ideas about what girls could achieve. Hitting the glass ceiling at age 23, she immigrates to America, works as a cleaning woman to survive until obtaining papers to work as an engineer. Eventually her idea became the nucleus of Expedia when her disillusion with Microsoft makes her leave in 1998, as a millionaire.




Adaptive Technologies for Training and Education


Book Description

"This volume provides an overview of the latest advancements in computer-based education training that use student performance data to provide adaptive and hence more efficient individualized learning opportunities"-- Provided by publisher.




Vicarious


Book Description

Paula Stokes weaves together a series of mysteries and the story of an unbreakable bond between sisters in this unforgettable high-tech thrill ride. Winter Kim and her sister, Rose, have always been inseparable. Together the two of them survived growing up in a Korean orphanage and being trafficked into the United States. But they've escaped the past and started over in a new place where no one knows who they used to be. Now they work as digital stunt girls for Rose's ex-boyfriend, Gideon, engaging in dangerous and enticing activities while recording their neural impulses for his Vicarious Sensory Experiences, or ViSEs. Whether it's bungee jumping, shark diving, or grinding up against celebrities in the city's hottest dance clubs, Gideon can make it happen for you--for a price. When Rose disappears and a ViSE recording of her murder is delivered to Gideon, Winter is devastated. She won't rest until she finds her sister's killer. But when the clues she uncovers conflict with the digital recordings her sister made, Winter isn't sure what to believe. To find out what happened to Rose, she'll have to untangle what's real from what only seems real, risking her own life in the process.