An edition of Creative Programming (2012)

Creative Programming

Information Technology: Book Nine:

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Last edited by ISBNbot2
August 22, 2020 | History
An edition of Creative Programming (2012)

Creative Programming

Information Technology: Book Nine:

  • 0 Ratings
  • 0 Want to read
  • 0 Currently reading
  • 0 Have read

This is the ninth e-book in a ten-book series school-aged young people about information technology and computing skills.
Book Nine: Programming Skills is designed for senior students, offering instructional modules and units about algorithms, Java, Visual Literacy, C++ and Javascript.
The book may be helpful to teachers seeking a structured set of lesson plans and ideas, and home-schooling parents.

The book's author, Dr. Geoff Potter, holds a PhD from the University of Sheffield, UK.

Publish Date
Language
English
Pages
243

Buy this book

Edition Availability
Cover of: Creative Programming
Creative Programming: Information Technology: Book Nine:
2012, ITCA Digital Education Systems
eBook in English

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Book Details


Table of Contents

This is the ninth book in a series of ten electronic books designed to educate students about information technologies and the digital world they live in.
Who will benefit from this book?
This book is most suitable for students in their senior grade levels.
It is also very helpful for teachers introducing ICT or integrating it into the curriculum.
Contents:
Book Nine comprises five modules:
Module 1: Algorithms
In this module the student is introduced to the basic structure of programming, the algorithm. Related information, such as perfect numbers and the lives and work of some of the world's greatest theorists, is also included to provide an understanding of the relationship between mathematics, history and human experience.
Unit One: Introducing Algorithms
Unit Two: Computing Algorithms
Web Quest: The Environment
Module 2: Java
This module instructs the student in Java programming and to understand terms such as "platform", "operating systems" and "object-oriented". The module also focuses on identification of Java objects and how to incorporate them into a programming sequence.
Unit One: Working With Objects
Unit Two: Writing An Applet In Java
Unit Three: Java Arrays
Unit Four: Conditionals And Loops
Unit Five: Java Graphics
Unit Six: Java Plug-Ins
Web Quest: Education
Module 3: Visual Literacy
In this module the student will learn how to interpret, appreciate and create visual communications: how the science and technologies of image construction blend with human visual perception to produce visual literacy. Additionally the student will learn how to use digital technologies to create visual images.
Unit One: Observing and Interpreting Pictures
Unit Two: Digital Photography
Module 4: C++
This module introduces the student to the C++ programming language, and programming skills. Specific areas instructed include: C++ data types, writing functions, conditionals and loops.
Unit One: The Basics Of C++ Language
Module 5: Javascript
In this module the student can study the skills of JavaScript programming and the applications of JavaScript. Specifically the student will be instructed in scripting, animating graphics and JavaScript frames, cookies and plug-ins.
Unit One: Javascript Basics
Unit Two: Scripting
Unit Three: Animating Graphics With Javascript
Unit Four: Javascript Frames
Unit Five: Javascript And Cookies
Unit Six: Javascript And Plug-Ins
This book is colorful, creative and contains many challenges and activities designed to help young students understand how digital technologies work and how they may efficiently use them to learn and communicate.
Most of the recommended software is Open Source.
The book also contains a cumulative Continuous Assessment process which may be of value in some educational environments.
At the end of each unit students may describe what they have learned and their parent or teacher may award points for each item covered.
There are no tests or examinations in this program.
What are the intended uses of this book?
1.This book is designed to support both teachers and students in existing ICT curricula and may be useful in areas such as Science, Language Arts, Mathematics and the Arts.
2.The book supports public and private education systems’ instruction and skills training programs to ensure that young people possess the knowledge and skills to function in a digital society, and ultimately to prepare them for entry into higher education and an increasingly digital and computer-based workforce.
3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.

Edition Notes

Published in
Canada

Contributors

Author
Geoff Potter

The Physical Object

Format
eBook
Number of pages
243

ID Numbers

Open Library
OL24335384M
ISBN 13
9780986744082
Canadian National Library Archive
978-0-9867440-8-2

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History

Download catalog record: RDF / JSON / OPDS | Wikipedia citation
August 22, 2020 Edited by ISBNbot2 normalize ISBN
August 4, 2013 Edited by VacuumBot Updated format 'Electronic book' to 'eBook'
October 27, 2012 Edited by Geoffrey David Potter Edited without comment.
October 27, 2012 Edited by Geoffrey David Potter Updated to 2nd. Edition October 2012
August 24, 2010 Created by Geoffrey David Potter Created new edition record.