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- 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. - 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) - 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. - 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) - 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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