A Young Person’s Guide to Information Technology Book Eight Creative Technologies
Publisher: ITCA Digital Education Systems
Published: 2014
Place of publication: Victoria, BC Canada
Language: eng
Format: e-book PDF
Number of pages: 260
ISBN-13: 9780988027275
Table of contents: title: Contents:; title: Book Eight comprises five modules:; title: Module 1: Our Relationship With Technology; title: This module is designed to provide young students an overview of the context within which information technologies have developed and become so powerful. There are two distinct features of this module: examination of the human, historical and social characteristics of information technology and the digital society; and the development within each student of specific ICT skills.; title: Unit One: A Brief History Of Technology:; title: Part 1: Before The 20th Century; title: Unit Two: A Brief History Of Technology:; title: Part 2: The 20th and 21st Centuries; title: Unit Three: The Changing Role of the Media; title: Module 2: Programming with Python; title: Python is an easy-to-learn programming language frequently used to teach young people basic, creative programming.  It is currently popular when used with the new credit card sized computer, Raspberry Pi. In this module the student can learn how to create programs with Python.; title: Unit One:  Raspberry PI and Python; title: Module 3: Exploring The Visual Basic Programming Language; title: In this module young people can learn specific aspects of Visual Basic programming: function and flow control, both of which are fundamental to components of this language.; title: Unit One: A Function Preview; title: Unit Two: Flow Control; title: Unit Three: More About Flow Control; title: Module 4: The Java Programming Language; title: This module introduces the student to the Java programming language, describing how it is designed and what one can do with it.; title: Unit One: Basic Java; title: Unit Two: Java Variables; title: Unit Three: Java Literals; title: Unit Four: Java Expressions and Operators; title: Web Quest: Can Technology Help?; title: Module 5: Computer Games; title: Digital games are very popular among young people. In this module students will learn how computer games are designed; the technology of their development, and the social problems playing some games may cause in terms of violence and gender inequities.; title: Unit One: What are Computer games?; title: Unit Two: The Characteristics of Computer Games; title: Unit Three: Computer Game Violence; title: The 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.; title: All recommended software is Open Source.; title: The book also contains a cumulative Continuous Assessment process which may be of value in some educational environments.; title: 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.; title: There are no tests or examinations in this program.; title: What are the intended uses of this book?; title: 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.; title: 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.; title: 3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.