J Apprends Programmer Avec Scratch


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Apprendre à programmer avec Scratch 3 - Jeux et applications mathématiques - 2e édition en couleurs


Apprendre à programmer avec Scratch 3 - Jeux et applications mathématiques - 2e édition en couleurs

Author: Julien Jacquet

language: fr

Publisher: Editions Ellipses

Release Date: 2019-10-01


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Livre en couleurs Ce livre a pour but d'initier de manière ludique le lecteur à la programmation informatique. Aucune connaissance préalable n'est nécessaire. Les chapitres s'enchaînent de manière progressive et permettent d'apprendre les notions de base de la programmation informatique et de créer des algorithmes simples utilisant des notions de mathématiques. Tout au long de ce livre, le lecteur apprendra à créer des animations, des jeux ainsi que de belles figures géométriques et des programmes de mathématiques. Il s'appuie sur la nouvelle version 3 du logiciel gratuit Scratch qui permet aux enfants (et aux adultes !) d'apprendre et de manipuler en s'amusant des concepts mathématiques (variables, coordonnées, etc.), des notions algorithmiques (boucles, tests, fonctions) et des structures de données (variables numériques, chaînes de caractères, listes, etc.). Ce livre est basé sur le contenu d’un « atelier Scratch » effectué par l’auteur auprès de collégiens. Il couvre la partie « Algorithmique et programmation » du nouveau programme des écoles et du collège. Il comprend de nombreux exercices variés et des projets testés en classe. Ainsi, les enseignants pourront y trouver des activités et des pistes de réflexion pour l'utilisation de Scratch en classe. Enfin, un des atouts majeurs de ce livre est l’accès à un espace internet contenant l’ensemble des programmes abordés.

Human-Computer Interaction – INTERACT 2023


Human-Computer Interaction – INTERACT 2023

Author: José Abdelnour Nocera

language: en

Publisher: Springer Nature

Release Date: 2023-08-24


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The four-volume set LNCS 14442 -14445 constitutes the proceedings of the 19th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2023, held in York, UK, in August/September 2023. The 71 full papers and 58 short papers included in this book were carefully reviewed and selected from 406 submissions. They were organized in topical sections as follows: 3D Interaction; Accessibility; Accessibility and Aging; Accessibility for Auditory/Hearing Disabilities; Co-Design; Cybersecurity and Trust; Data Physicalisation and Cross-device; Eye-Free, Gesture Interaction and Sign Language; Haptic interaction and Healthcare applications; Self-Monitoring; Human-Robot Interaction; Information Visualization; Information Visualization and 3D Interaction; Interacting with Children; Interaction with Conversational Agents; Methodologies for HCI; Model-Based UI Design and Testing; Montion Sickness, Stress and Risk perception in 3D Environments and Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability; Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Media and Digital Learning; Understanding Users and Privacy Issues; User movement and 3D Environments; User Self-Report; User Studies; User Studies, Eye-Tracking, and Physiological Data; Virtual Reality; Virtual Reality and Training; Courses; Industrial Experiences; Interactive Demonstrations; Keynotes; Panels; Posters; and Workshops.

Epistemological Approaches to Digital Learning in Educational Contexts


Epistemological Approaches to Digital Learning in Educational Contexts

Author: Linda Daniela

language: en

Publisher: Routledge

Release Date: 2020-04-17


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Epistemological Approaches to Digital Learning in Educational Contexts is dedicated to topical issues in school education and pedagogical science related to the learning process in a technology and media enriched environment. It opens up discussions on the development of the educational science sector and strategies for smart pedagogy to promote synergy between technology and pedagogy to support students in the learning process. The book presents different perspectives on how to evaluate the enhancement of technology use, which can help improve Computational Thinking skills. It also helps in identifying the changes in pupils’ algorithmic thinking through programming in Scratch 2.0. The book further explores the way digitally-mediated materiality may support teaching practice and proposes tools that are available for the educational curator in a digital learning environment. This book will be of great interest to academics, researchers, and post-graduate students in the fields of higher education, vocational education, and digital learning.