Teaching of Computer Science


Book Description




The ZX Spectrum on Your PC


Book Description

Thirty years on from its original release, the best selling Sinclair ZX Spectrum is now one of the most emulated computers in the world. Far from dead and forgotten, a thriving community of enthusiasts has kept the spirit of this little machine alive through an enormous range of emulators for just about every modern computer platform there is. For the PC in particular, the complexity of these emulators is simply amazing. Focusing primarily on the two most user-friendly Windows emulators, Spectaculator and ZX SPIN, The ZX Spectrum on Your PC explains all the main features of these applications. Illustrated walk-throughs will teach you everything from how cassettes are emulated to how to print from your virtual Spectrum. In no time at all, you'll find yourself enjoying all the old games and activities of your youth... on your PC! New revised Second Edition includes emulating the Spectrum on your mobile device.







International Encyclopaedia Of Science And Technology Education (11 Vols. Set)


Book Description

Science and Technology have occupied almost all spheres of human life and living. The wonderful achievements of science and technology have glorified the modern world and transformed the civilization into a scientific and technological civilization. Considering the importance of science and technology, they have been incorporated in every stage of education. This International Encyclopaedia of Science and Technology Education is prepared covering a wide range of aspects related to science and technology education for the benefit of all those who are associated with science and technology education. The Encyclopaedia is consisting of eleven volumes, namely: 1. Science and Technology Education; 2. Science Education in Developing Countries; 3. Organisational Structure of Science; 4. Science Education in Asia and the Pacific; 5. Science and Technology Education for All; 6. Values, Ethics, Talent and Girls in Science and Technology Education; 7. Popularisation of Science and Technology Education; 8. Science Power and Society; 9. Information Technology; 10. Teacher Training in Science and Technology Education; 11. Science, Technology and Society A Curriculum Framework. The policy makers, curriculum designers, educationists, researchers, teachers and students can very effectively use this Encyclopaedia in their academic endeavours. I convey my cordial thanks to UNESCO-PROAP, Bangkok, Thailand; UNESCO-ROSTE, Venice, Italy; UNESCO, Paris, France; IIEP, Paris, France, Commonwealth Secretariat, London, UK; UNCTAD, Geneva, Switzerland, Queen s University, Kingston, Canada; and Alberta Education, Edmonton, Canada for their kind co-operation in preparing this Encyclopaedia.




Hello World


Book Description

It’s 1984, and 13-year-old Tim is sitting on the school roof, waiting for the world to end. Or at least for it to start making sense. His life used to make sense. It was made up of two things: the exciting new world of home computers, and worries about nuclear war. There were certainly no girls in it. But then he met Penny, who’s into pop music, and somehow manages to be optimistic about life, despite having a very difficult mother. (Difficult, as in, she sometimes throws roof tiles at people.) For the first time since the death of his own mother three years ago, Tim starts to see a whole new possibility in life. Then he loses Penny. So what else is there to do but climb onto the school roof and wait for the world to end?







Microcomputer-Based Labs: Educational Research and Standards


Book Description

Microcomputer-based labs, the use of real-time data capture and display in teaching, give the learner new ways to explore and understand the world. As this book shows, the international effort over a quarter-century to develop and understand microcomputer-based labs (MBL) has resulted in a rich array of innovative implementations and some convincing evidence for the value of computers for learning. The book is a sampler of MBL work by an outstanding international group of scientists and educators, based on papers they presented at a seminar held as part of the NATO Special Programme on Advanced Educational Technology. The story they tell of the development of MBL offers valuable policy lessons on how to promote educational innovation. The book will be of interest to a wide range of educators and to policy makers.




Past, Present and Future of Computing Education Research


Book Description

This book presents a collection of meta-studies, reviews, and scientometric analyses that together reveal a fresh picture about the past, present, and future of computing education research (CER) as a field of science. The book begins with three chapters that discuss and summarise meta-research about the foundations of CER, its disciplinary identity, and use of research methodologies and theories. Based on this, the book proceeds with several scientometric analyses, which explore authors and their collaboration networks, dissemination practices, international collaboration, and shifts in research focus over the years. Analyses of dissemination are deepened in two chapters that focus on some of the most influential publication venues of CER. The book also contains a series of country-, or region-level analyses, including chapters that focus on the evolution of CER in the Baltic Region, Finland, Australasia, Israel, and in the UK & Ireland. Two chapters present case studies of influential CER initiatives in Sweden and Namibia. This book also includes chapters that focus on CER conducted at school level, and cover crucially important issues such as technology ethics, algorithmic bias, and their implications for CER.In all, this book contributes to building an understanding of the past, present and future of CER. This book also contributes new practical guidelines, highlights topical areas of research, shows who to connect with, where to publish, and gives ideas of innovative research niches. The book takes a unique methodological approach by presenting a combination of meta-studies, scientometric analyses of publication metadata, and large-scale studies about the evolution of CER in different geographical regions. This book is intended for educational practitioners, researchers, students, and anyone interested in CER. This book was written in collaboration with some of the leading experts of the field.




Homebrew Gaming and the Beginnings of Vernacular Digitality


Book Description

The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.