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  1. Children's in-library use of computers in an urban public library: Library & Information Science Research, Vol. 26, No. 3. ( 2004), pp. 311-337.This article describes children's use of networked technology in three branches of an urban public library. Direct observations of their use of computers and data gathered from brief interviews with them were recorded using personal digital assistants (PDAs). Findings suggest that (1) the largest proportion of children's use of computers is for access to games, (2) use of computers for communication purposes (e.g., chat, e-mail, and word processing) is minimal, and (3) repeat use of the computers varies by branch. Grade level analysis reveals that middle school students access games less than elementary students do at two branches and that middle school students use the computers more than elementary students do for communication purposes. Overall, girls and boys use games, chat, and e-mail in comparable proportions. In other categories of use, there are gender differences but no consistent pattern emerges across branches. This investigation provides a first view of children's unmediated use of technology in the public library, their reasons for using library computers, and provides baseline data for assessing the outcomes of technology programs and services developed by the library to serve the needs of this user group.Melissa Gross, Eliza Dresang, Leslie Holt

    Source: Library & Information Science Research, Vol. 26, No. 3. ( 2004), pp. 311-337.

  2. Design Patterns: (15 January 1995)Design Patterns is a modern classic in the literature of object-oriente d development, offering timeless and elegant solutions to common problems in software design. It describes patterns for managing object creation, composing objects into larger structures, and coordinating control flow between objects. The book provides numerous examples where using composition rather than inheritance can improve the reusability and flexibility of code. Note, though, that it's not a tutorial but a catalog that you can use to find an object-oriente d design pattern that's appropriate for the needs of your particular application--a selection for virtuoso programmers who appreciate (or require) consistent, well-engineere d object-oriente d designs. Now on CD, this internationall y acclaimed bestseller is more valuable than ever! Use the contents of the CD to create your own design documents and reusable components. The CD contains: 23 patterns you can cut and paste into your own design documents; sample code demonstrating pattern implementation ; complete Design Patterns content in standard HTML format, with numerous hyperlinked cross-referenc es; accessed through a standard web browser; Java-based dynamic search mechanism, enhancing online seach capabilities; graphical user environment, allowing ease of navigation. First published in 1995, this landmark work on object-oriente d software design presents a catalog of simple and succinct solutions to common design problems. Created by four experienced designers, the 23 patterns contained herein have become an essential resource for anyone developing reusable object-oriente d software. In response to reader demand, the complete text and pattern catalog are now available on CD-ROM. This electronic version of Design Patterns enables programmers to install the book directly onto a computer or network for use as an online reference for creating reusable object-oriente d software. The authors first describe what patterns are and how they can help you in the design process. They then systematically name, explain, evaluate, and catalog recurring designs in object-oriente d systems. All patterns are compiled from real-world examples and include code that demonstrates how they may be implemented in object-oriente d programming languages such as C++ and Smalltalk. Readers who already own the book will want the CD to take advantage of its dynamic search mechanism and ready-to-insta ll patterns.Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides

    Source: (15 January 1995)

  3. Motion, speed, and other ideas that ?should be put in books?: Journal of Mathematical Behavior, Vol. 22, No. 4. (2003), pp. 465-477.RY Schorr

    Source: Journal of Mathematical Behavior, Vol. 22, No. 4. (2003), pp. 465-477.

  4. The Elements of Computing Systems : Building a Modern Computer from First Principles: (01 June 2005)In the early days of computer science, the interactions of hardware, software, compilers, and operating system were simple enough to allow students to see an overall picture of how computers worked. With the increasing complexity of computer technology and the resulting specialization of knowledge, such clarity is often lost. Unlike other texts that cover only one aspect of the field, The Elements of Computing Systems gives students an integrated and rigorous picture of applied computer science, as its comes to play in the construction of a simple yet powerful computer system. Indeed, the best way to understand how computers work is to build one from scratch, and this textbook leads students through twelve chapters and projects that gradually build a basic hardware platform and a modern software hierarchy from the ground up. In the process, the students gain hands-on knowledge of hardware architecture, operating systems, programming languages, compilers, data structures, algorithms, and software engineering. Using this constructive approach, the book exposes a significant body of computer science knowledge and demonstrates how theoretical and applied techniques taught in other courses fit into the overall picture. Designed to support one- or two-semester courses, the book is based on an abstraction-im plementation paradigm; each chapter presents a key hardware or software abstraction, a proposed implementation that makes it concrete, and an actual project. The emerging computer system can be built by following the chapters, although this is only one option, since the projects are self-contained and can be done or skipped in any order. All the computer science knowledge necessary for completing the projects is embedded in the book, the only pre-requisite being a programming experience. The book's web site provides all tools and materials necessary to build all the hardware and software systems described in the text, including two hundred test programs for the twelve projects. The projects and systems can be modified to meet various teaching needs, and all the supplied software is open-source.No am Nisan, Shimon Schocken

    Source: (01 June 2005)

  5. Children's narrative development through computer game authoring: (2004), pp. 57-64.Judy Robertson, Judith Good

    Source: (2004), pp. 57-64.

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