Kết quả cho “development”
Bộ lọc ▾

Nguồn ngoài
Teaching in a Digital Age: Guidelines for designing teaching and learning
A.W. (Tony) Bates · BCcampus · 2015
Teachers, instructors and faculty are facing unprecedented change, with often larger classes, more diverse students, demands from government and employers who want more accountability and the development of graduates who are workforce ready, and above all, we are all having to cope with ever changing technology. To handle change of this nature, teachers and instructors need a base of theory and knowledge that will provide a solid foundation for their teaching, no matter what changes or pressures they face. Although the book contains many practical examples, it is more than a cookbook on how to teach. It addresses the following questions: is the nature of knowledge changing, and how do different views on the nature of knowledge result in different approaches to teaching? what is the science and research that can best help me in my teaching? how do I decide whether my courses should be face-to-face, blended or fully online? what strategies work best when teaching in a technology-rich environment? what methods of teaching are most effective for blended and online classes? how do I make choices among all the available media, whether text, audio, video, computer, or social media, in order to benefit my students and my subject? how do I maintain high quality in my teaching in a rapidly changing learning environment while managing my workload? what are the real possibilities for teaching and learning using MOOCs, OERS, open textbooks? In summary, the book examines the underlying principles that guide effective teaching in an age when everyone, and in particular the students we are teaching, are using technology. A framework and a set of guidelines are suggested for making decisions about your teaching, while understanding that every subject is different, and every teacher and instructor has something unique and special to bring to their teaching. In the end, though, the book isn't really about teachers and instructors, although you are the target group. It's about you help

Nguồn ngoài
Educational Psychology
Kelvin Seifert; Rosemary Sutton · University of Manitoba · 2009
Chapters in the text can be assigned either from beginning to end, as with a conventional printed book, or they can be selected in some other sequence to meet the needs of particular students or classes. In general the first half of the book focuses on broader questions and principles taken from psychology per se, and the second half focuses on somewhat more practical issues of teaching. But the division between “theory” and “practice” is only approximate; all parts of the book draw on research, theory, and practical wisdom wherever appropriate. Chapter 2 is about learning theory, and Chapter 3 is about development; but as we point out, these topics overlap with each other as well as with the concerns of daily teaching. Chapter 4 is about several forms of student diversity (what might be called individual differences in another context), and Chapter 5 is about one form of diversity that has become prominent in schools recently—students with disabilities. Chapter 6 is about motivation, a topic that is heavily studied by psychological researchers, but that also poses perennial challenges to classroom teachers. Following these somewhat more basic psychological chapters, we turn to several lasting challenges of classroom life—challenges that seem to be an intrinsic part of the job. Chapter 7 offers ideas about classroom management; Chapter 8, ideas about communicating with students; Chapter 9, about ways to assist students' complex forms of thinking; and Chapter 10, about planning instruction systematically. The book closes with two chapters about assessment of learning: Chapter 11 focuses on teachers' own efforts to assess students, and Chapter 12 focuses on standardized measures of assessment. We have organized material and features in ways that we hope will allow for a variety of students, instructors, and institutions to use the book. For instructors and courses that seek a strong focus on research and the research process, for example, we have included an extra “ch

Nguồn ngoài
A Tale of Two Systems
René Reitsma; Kevin Krueger · Oregon State University · 2017
This is the story of a web-based information system rebuild. The system in question is www.teachengineering.org, a digital library of K-12 engineering curriculum that was built from the ground up with established technology and which for 13 years enjoyed lasting support from its growing user community and its sponsors. These 13 years, however, cover the period during which smart phones and tablets became commonplace, during which the Internet of Things started replacing the Semantic Web, during which NoSQL databases made their way out of the research labs and into everyday development shops, during which we collectively started moving IT functions and services into ‘the cloud,’ and during which computing performance doubled a few times, yet again. During this same period, TeachEngineering’s user base grew from a few hundred to more than 3 million users annually, its collection size quadrupled, it went through several user interface renewals, and significant functionality was added while having an exemplary service record, and it enjoyed continued financial support from its sponsors. In this monograph we provide a side-by-side of this rebuild. We lay out the choices made in the old architecture —we refer to it as TE 1.0— and compare and contrast them with the choices made for TE 2.0. We explain why both the 1.0 and 2.0 choices were made and discuss the advantages and disadvantages associated with them.

Nguồn ngoài
Practical Game Programming
Harris Wang; Walter Ridgewell · Athabasca University Press · 2026
Practical Game Programming provides a structured, accessible introduction to game development using C++ and the Allegro 5 library. Designed for upper-level undergraduate learners, it guides students through the complete development pipeline—from programming fundamentals and user input to graphics, audio, file management, and game timing. Advanced topics such as collision detection, multithreading, optimization, custom shaders, and networking are covered in depth. This OER emphasizes both technical skills and design principles, including game conception, prototyping, UI/UX, testing, and quality assurance. Each chapter includes exercises and projects, culminating in genre-based development challenges across action, platformer, adventure, arcade, puzzle, role-playing, strategy, and more. With a focus on applied learning and creative exploration, this text equips students to build professional-quality games and prepares them for real-world development environments.

Nguồn ngoài
Introduction to Computer Programming with Python
Harris Wang · Athabasca University Press · 2023
This introduction to computer programming with Python begins with some of the basics of computing and programming before diving into the fundamental elements and building blocks of computer programs in Python language. From the installation of Python, Python interactive programming, and integrated development environments to raising and handling exceptions, using compound data types to solve problems, and implement divide-and-conquer processes using functions, classes and modules, this textbook will set students up for success in programming and computing study and practice. The included exercises and projects are designed to hone students’ skills.

Nguồn ngoài
InfoTech Governance, Policy, Ethics & Law
David Tuffley · Council of Australian University Librarians · 2025
A comprehensive guide to IT governance, policy, ethics and law for students, practitioners and researchers. Covers the latest developments and best practices in the field, with a focus on the ethical, legal and social implications of IT. The textbook is divided into nine chapters, each covering a key topic in IT governance, policy, ethics and law.

Nguồn ngoài
Programming with Java
Ashik Bhuiyan; Md Amiruzzaman · The Pennsylvania Alliance for Design of Open Textbooks (PA-ADOPT) · 2025
Programming with Java is a beginner-friendly eTextbook that introduces readers to the fundamentals of Java, one of the most widely used programming languages. It covers key concepts like syntax, data types, control structures, and object-oriented programming, offering clear explanations and practical examples. The chapters build progressively, making the material accessible even to those with little or no programming background. The book also explores important topics such as exception handling, file I/O, and basic data structures, providing a strong foundation for further computer science studies. With interactive exercises and end-of-chapter projects, readers can apply their knowledge through real-world applications. This eTextbook equips students with the skills they need to confidently take on advanced programming challenges and pursue successful careers in software development.

Nguồn ngoài
Culturally Responsive Computing: An Introduction into Computer Science, Security, and Technology
Devan Walton · ROTEL · 2024
"Culturally Responsive Computing" is an essential textbook that explores the intricate relationship between technology and global societies. It gives students and professionals a deep understanding of how cultural contexts shape and are shaped by computing practices, from algorithm design to user interface development. This book equips readers with the knowledge and skills to create inclusive, ethical, and culturally sensitive technological solutions for our diverse world.

Nguồn ngoài
Building User Interfaces for Modern Web Applications: React Programming
Cheer-Sun Yang · The Pennsylvania Alliance for Design of Open Textbooks (PA-ADOPT) · 2024
Since Facebook released React as an open-source software library for front-end programming in 2013, React has gain popularity quickly. Although there are other frameworks or libraries, React is considered a programmer-friendly JavaScript library using the functional programming approach for the front-end web application development. Teaching and learning React can provide training in Functional Programming, Software Engineering Principles, and the Event-Driven Programming Paradigm. The ultimate goal of this eTextbook is to provide a timely support for teaching the state-of-the-art technology as the React ecosystem evolves. In this eTextbook, the prerequisite concepts about HTML/CSS, JavaScript, and Bootstrap/React-Bootstrap are introduced first, followed by the main React language features. Finally, the Software Engineering Principles are introduced from the design, development, to debugging and maintenance. The main objectives are threefold: (1) provide concepts about JavaScript Programming, (2) introduce the concepts of modularity, functional programming, and (3) teach the concept of reusable User Interface (UI) as the front-end of modern model-view-controller (MVC) web applications. Although learning other technologies in the React ecosystem is imminent, it is the hope that this book paves the groundwork for the future learning and growing in the field of modern UI development.

Nguồn ngoài
The Shallow and the Deep: A biased introduction to neural networks and old school machine learning
Michael Biehl · University of Groningen Press · 2023
The Shallow and the Deep is a collection of lecture notes that offers an accessible introduction to neural networks and machine learning in general. However, it was clear from the beginning that these notes would not be able to cover this rapidly changing and growing field in its entirety. The focus lies on classical machine learning techniques, with a bias towards classification and regression. Other learning paradigms and many recent developments in, for instance, Deep Learning are not addressed or only briefly touched upon. Biehl argues that having a solid knowledge of the foundations of the field is essential, especially for anyone who wants to explore the world of machine learning with an ambition that goes beyond the application of some software package to some data set. Therefore, The Shallow and the Deep places emphasis on fundamental concepts and theoretical background. This also involves delving into the history and pre-history of neural networks, where the foundations for most of the recent developments were laid. These notes aim to demystify machine learning and neural networks without losing the appreciation for their impressive power and versatility.

Nguồn ngoài
Producing Open Source Software: How to Run a Successful Free Software Project
Karl Fogel · Karl Fogel · 2005
Producing Open Source Software is a book about the human side of open source development. It describes how successful projects operate, the expectations of users and developers, and the culture of free software. The book is released under an open copyright. You can buy it in bookstores, order copies from O'Reilly Media, or browse and download it here.

Nguồn ngoài
Programming Persistent Memory: A Comprehensive Guide for Developers
Stteve Scargall · Apress · 2020
Beginning and experienced programmers will use this comprehensive guide to persistent memory programming. You will understand how persistent memory brings together several new software/hardware requirements, and offers great promise for better performance and faster application startup times—a huge leap forward in byte-addressable capacity compared with current DRAM offerings. This revolutionary new technology gives applications significant performance and capacity improvements over existing technologies. It requires a new way of thinking and developing, which makes this highly disruptive to the IT/computing industry. The full spectrum of industry sectors that will benefit from this technology include, but are not limited to, in-memory and traditional databases, AI, analytics, HPC, virtualization, and big data. Programming Persistent Memory describes the technology and why it is exciting the industry. It covers the operating system and hardware requirements as well as how to create development environments using emulated or real persistent memory hardware. The book explains fundamental concepts; provides an introduction to persistent memory programming APIs for C, C++, JavaScript, and other languages; discusses RMDA with persistent memory; reviews security features; and presents many examples. Source code and examples that you can run on your own systems are included. What You’ll Learn Understand what persistent memory is, what it does, and the value it brings to the industry Become familiar with the operating system and hardware requirements to use persistent memory Know the fundamentals of persistent memory programming: why it is different from current programming methods, and what developers need to keep in mind when programming for persistence Look at persistent memory application development by example using the Persistent Memory Development Kit (PMDK) Design and optimize data structures for persistent memory Study how real-world applications are modified to le

Nguồn ngoài
Game Based and Adaptive Learning Strategies
Carrie Miller; Odbayar Batsaikhan; Elizabeth Pluskwik · Minnesota State Colleges and Universities · 2022
This book is designed to accompany a graduate-level instructional design course: Game-Based and Adaptive Learning, but could also be used for undergraduate teacher education or instructional design courses. The original texts and material for this book came from the development of a course for Brandeis University as part of their MS in Learner Experience Design program. This material can be used to teach pre-service teachers, in-service teachers, and instructional designers about game-based and adaptive learning. Assessments used in the actual Game-based and Adaptive Learning course are included in the final chapter and serve as recommendations for assessments of the learning outcomes. The material in this book pairs well with Using Game-Based Learning Online – A Cookbook of Recipes by The EGG. The Faculty Showcase materials were developed by dedicated faculty during the course of a year-long game development workshop in which faculty were introduced to GBL, developed game prototypes, played a variety of games, and finally playtested their designs. The work they continue to do in the area of GBL is part of the inspiration for this book. If you would like to contribute your own case study, please contact me at carrie.miller@mnsu.edu for consideration. Carrie Lewis Miller, Ph.D.- editor/author- Instructional Designer, Minnesota State University, Mankato

Nguồn ngoài
First Semester in Numerical Analysis with Python
Yaning Liu · Auraria Institutional Repository
The book is based on “First semester in Numerical Analysis with Julia”, written by Giray Ökten. The contents of the original book are retained, while all the algorithms are implemented in Python (Version 3.8.0). Python is an open source (under OSI), interpreted, general-purpose programming language that has a large number of users around the world. Python is ranked the third in August 2020 by the TIOBE programming community index, a measure of popularity of programming languages, and is the top-ranked interpreted language. We hope this book will better serve readers who are interested in a first course in Numerical Analysis, but are more familiar with Python for the implementation of the algorithms. The first chapter of the book has a self-contained tutorial for Python, including how to set up the computer environment. Anaconda, the open-source individual edition, is recommended for an easy installation of Python and effortless management of Python packages, and the Jupyter environment, a web-based interactive development environment for Python as well as many other programming languages, was used throughout the book and is recommended to the readers for easy code development, graph visualization and reproducibility.

Nguồn ngoài
A Primer for Computational Biology
Shawn O'Neil · Oregon State University · 2017
A Primer for Computational Biology aims to provide life scientists and students the skills necessary for research in a data-rich world. The text covers accessing and using remote servers via the command-line, writing programs and pipelines for data analysis, and provides useful vocabulary for interdisciplinary work. The book is broken into three parts: Introduction to Unix/Linux: The command-line is the “natural environment” of scientific computing, and this part covers a wide range of topics, including logging in, working with files and directories, installing programs and writing scripts, and the powerful “pipe” operator for file and data manipulation. Programming in Python: Python is both a premier language for learning and a common choice in scientific software development. This part covers the basic concepts in programming (data types, if-statements and loops, functions) via examples of DNA-sequence analysis. This part also covers more complex subjects in software development such as objects and classes, modules, and APIs. Programming in R: The R language specializes in statistical data analysis, and is also quite useful for visualizing large datasets. This third part covers the basics of R as a programming language (data types, if-statements, functions, loops and when to use them) as well as techniques for large-scale, multi-test analyses. Other topics include S3 classes and data visualization with ggplot2.
Nguồn ngoài
A First Course in Electrical and Computer Engineering
Louis Scharf · OpenStax CNX · 2009
This book was written for an experimental freshman course at the University of Colorado. The course is now an elective that the majority of our electrical and computer engineering students take in the second semester of their freshman year, just before their first circuits course. Our department decided to offer this course for several reasons: we wanted to pique student' interest in engineering by acquainting them with engineering teachers early in their university careers and by providing with exposure to the types of problems that electrical and computer engineers are asked to solve; we wanted students entering the electrical and computer engineering programs to be prepared in complex analysis, phasors, and linear algebra, topics that are of fundamental importance in our discipline; we wanted students to have an introduction to a software application tool, such as MATLAB, to complete their preparation for practical and efficient computing in their subsequent courses and in their professional careers; we wanted students to make early contact with advanced topics like vector graphics, filtering, and binary coding so that they would gain a more rounded picture of modern electrical and computer engineering. In order to introduce this course, we had to sacrifice a second semester of Pascal programming. We concluded that the sacrifice was worth making because we found that most of our students were prepared for high-level language computing after just one semester of programming. We believe engineering educators elsewhere are reaching similar conclusions about their own students and curriculums. We hope this book helps create a much needed dialogue about curriculum revision and that it leads to the development of similar introductory courses that encourage students to enter and practice our craft.Students electing to take this course have completed one semester of calculus, computer programming, chemistry, and humanities. Concurrently with this course, students take ph

Nguồn ngoài
Blueprints: Creating, Describing, and Implementing Designs for Larger-scale Software Projects
Stephen Davies · University of Mary Washington · 2024
Blueprints is a concise yet comprehensive coverage of Object-Oriented Analysis and Design concepts, suitable for a second programming course in Computer Science. It introduces and teaches application development in a command-line environment, and assumes basic expertise with the Java programming language.

Nguồn ngoài
Introduction to Programming using Fortran 95/2003/2008
Ed Jorgensen · Ed Jorgensen · 2018
Computers are everywhere in our daily lives. Between the desktop, laptop, phone, bank, and vehicle, it is difficult to completely get away from computers. It only makes sense to learn a little about how a computer really works.This text provides an introduction to programming and problem solving using the Fortran 95/2003/2008 programming language. This introduction is geared for non-computer science majors. The primary focus is on an introduction to problem solving and algorithm development. As such, many details of the Fortran 95/2003/2008 language are omitted.

Nguồn ngoài
Implementing a One Address CPU in Logisim
Charles Kann · A.T. Still University · 2016
Most computer users have an incorrect, but useful, cognitive metaphor for computers in which the user says (or types or clicks) something and a mystical, almost intelligent or magical, behavior happens. It is not a stretch to describe computer users as believing computers follow the laws of magic, where some magic incantation is entered, and the computer responds with an expected, but magical, behavior. This magic computer does not actually exist. In reality computer are machines, and every action a computer performs reduces to a set of mechanical operations. In fact the first complete definition of a working computer was a mechanical machine designed by Charles Babbage in 1834, and would have run on steam power. Probably the biggest success of Computer Science (CS) in the 20th century was the development of abstractions that hide the mechanical nature of computers. The fact that average people use computers without ever considering that they are mechanistic is a triumph of CS designers. This purpose of this monograph is to break the abstract understanding of a computer, and to explain a computer's behavior in completely in mechanistic terms. It will deal specifically with the Central Processing Unit (CPU) of the computer, as this is where the magic happens. All other parts of a computer can be seen as just providing information for the CPU to operate on. This monograph will deal with a specific type of CPU, a one-address CPU, and will explain this CPU using only standard gates, specifically AND, OR, NOT, NAND and XOR gates, and 4 basic Integrated Circuits (ICs), the Decoder, Multiplexer, Adder, and Flip Flop. All of these gates and components can be described as mechanical transformations of input data to output data, and the overall CPU can then be seen as a mechanical device.

Nguồn ngoài
Embedded Controllers Using C and Arduino
James Fiore · dissidents · 2018
This text is designed to introduce and expand upon material related to the C programming language and embedded controllers, and specifically, the Arduino development system and associated Atmel ATmega microcontrollers. It is intended to fit the time constraints of a typical 3 to 4 credit hour course for electrical engineering technology and computer engineering technology programs, although it could also fit the needs of a hardware-oriented course in computer science. As such, the text does not attempt to cover every aspect of the C language, the Arduino system or Atmel AVR microcontrollers. The first section deals with the C language itself. It is assumed that the student is a relative newcomer to the C language but has some experience with another high level language, for example, Python. This means concepts such as conditionals and iteration are already familiar and the student can get up and running fairly quickly. From there, the Arduino development environment is examined. Unlike the myriad Arduino books now available, this text does not simply rely on the Arduino libraries. As convenient as the libraries may be, there are other, sometimes far more efficient, ways of programming the boards. Many of the chapters examine library source code to see “what's under the hood”. This more generic approach means it will be easier for the student to use other processors and development systems instead of being tightly tied to one platform. There is a lab manual for this textbook.