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Books > Computing & IT > Computer programming > General

Teaching and Learning Computer Programming - Multiple Research Perspectives (Paperback): Richard E. Mayer Teaching and Learning Computer Programming - Multiple Research Perspectives (Paperback)
Richard E. Mayer
R1,440 Discovery Miles 14 400 Ships in 10 - 15 working days

The influx of computer technology into classrooms during the past decade raises the questions -- how can we teach children to use computers productively and what effect will learning to program computers have on them? During this same period, researchers have investigated novice learning of computer programming. Teaching and Learning Computer Programming unites papers and perspectives by respected researchers of teaching and learning computer science while it summarizes and integrates major theoretical and empirical contributions. It gives a current and concise account of how instructional techniques affect student learning and how learning of programming affects students' cognitive skills. This collection is an ideal supplementary text for students and a valuable reference for professionals and researchers of education, technology and psychology, computer science, communication, developmental psychology, and industrial organization.

Power Of Computational Thinking, The: Games, Magic And Puzzles To Help You Become A Computational Thinker (Hardcover): Peter... Power Of Computational Thinking, The: Games, Magic And Puzzles To Help You Become A Computational Thinker (Hardcover)
Peter William Mcowan, Paul Curzon
R1,475 Discovery Miles 14 750 Ships in 10 - 15 working days

From the team behind Computer Science for Fun (cs4fn), The Power of Computational Thinking shows that learning to think can be fascinating fun.Yes, and this book shows you how.Computational thinking has changed the way we all live, work and play. It has changed the way science is done too; won wars, created whole new industries and saved lives. It is at the heart of computer programming and is a powerful approach to problem solving, with or without computers. It is so important that many countries now require that primary school children learn the skills.Professors Paul Curzon and Peter McOwan of Queen Mary University of London have written a unique and enjoyable introduction. They describe the elements of computational thinking - such as algorithmic thinking, decomposition, abstraction and pattern matching - in an entertaining and accessible way, using magic tricks, games and puzzles, as well as through real and challenging problems that computer scientists work on.This book gives you a head start in learning the skills needed for coding, and will improve your real life problem solving skills. It will help you design and evaluate new technologies, as well as understand both your own brain and the digital world in a deeper way.

Handbook of Logic in Computer Science: Volume 5. Algebraic and Logical Structures (Hardcover): S. Abramsky, Dov M. Gabbay,... Handbook of Logic in Computer Science: Volume 5. Algebraic and Logical Structures (Hardcover)
S. Abramsky, Dov M. Gabbay, T.S.E. Maibaum
R13,028 Discovery Miles 130 280 Ships in 10 - 15 working days

The latest volume in this major reference work covers all major areas of application of logic and theoretical computer science

Videogames and Agency (Hardcover): Bettina Bodi Videogames and Agency (Hardcover)
Bettina Bodi
R3,792 Discovery Miles 37 920 Ships in 10 - 15 working days

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game's design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

C4.5 - Programs for Machine Learning (Paperback): J. Ross Quinlan C4.5 - Programs for Machine Learning (Paperback)
J. Ross Quinlan
R1,422 Discovery Miles 14 220 Ships in 10 - 15 working days

Classifier systems play a major role in machine learning and knowledge-based systems, and Ross Quinlan's work on ID3 and C4.5 is widely acknowledged to have made some of the most significant contributions to their development. This book is a complete guide to the C4.5 system as implemented in C for the UNIX environment. It contains a comprehensive guide to the system's use, the source code (about 8,800 lines), and implementation notes. The source code and sample datasets are also available for download (see below).

C4.5 starts with large sets of cases belonging to known classes. The cases, described by any mixture of nominal and numeric properties, are scrutinized for patterns that allow the classes to be reliably discriminated. These patterns are then expressed as models, in the form of decision trees or sets of if-then rules, that can be used to classify new cases, with emphasis on making the models understandable as well as accurate. The system has been applied successfully to tasks involving tens of thousands of cases described by hundreds of properties. The book starts from simple core learning methods and shows how they can be elaborated and extended to deal with typical problems such as missing data and over hitting. Advantages and disadvantages of the C4.5 approach are discussed and illustrated with several case studies.

This book and software should be of interest to developers of classification-based intelligent systems and to students in machine learning and expert systems courses.

Web Mining - A Synergic Approach Resorting to Classifications and Clustering (Hardcover): V. S. Kumbhar, K.S Oza, R. K. Kamat Web Mining - A Synergic Approach Resorting to Classifications and Clustering (Hardcover)
V. S. Kumbhar, K.S Oza, R. K. Kamat
R2,151 Discovery Miles 21 510 Ships in 10 - 15 working days

Web mining is the application of data mining strategies to excerpt learning from web information, i.e. web content, web structure, and web usage data. With the emergence of the web as the predominant and converging platform for communication, business and scholastic information dissemination, especially in the last five years, there are ever increasing research groups working on different aspects of web mining mainly in three directions. These are: mining of web content, web structure and web usage. In this context there are good number of frameworks and benchmarks related to the metrics of the websites which is certainly weighty for B2B, B2C and in general in any e-commerce paradigm. Owing to the popularity of this topic there are few books in the market, dealing more on such performance metrics and other related issues. This book, however, omits all such routine topics and lays more emphasis on the classification and clustering aspects of the websites in order to come out with the true perception of the websites in light of its usability. In nutshell, Web Mining: A Synergic Approach Resorting to Classifications and Clustering showcases an effective methodology for classification and clustering of web sites from their usability point of view. While the clustering and classification is accomplished by using an open source tool WEKA, the basic dataset for the selected websites has been emanated by using a free tool site-analyzer. As a case study, several commercial websites have been analyzed. The dataset preparation using site-analyzer and classification through WEKA by embedding different algorithms is one of the unique selling points of this book. This text projects a complete spectrum of web mining from its very inception through data mining and takes the reader up to the application level. Salient features of the book include: - Literature review of research work in the area of web mining - Business websites domain researched, and data collected using site-analyzer tool - Accessibility, design, text, multimedia, and networking are assessed - Datasets are filtered further by selecting vital attributes which are Search Engine Optimized for processing using the Weka attributed tool - Dataset with labels have been classified using J48, RBFNetwork, NaiveBayes, and SMO techniques using Weka - A comparative analysis of all classifiers is reported - Commercial applications for improving website performance based on SEO is given

Mobile Applications Development with Android - Technologies and Algorithms (Hardcover): Meikang Qiu, Wenyun Dai, Keke Gai Mobile Applications Development with Android - Technologies and Algorithms (Hardcover)
Meikang Qiu, Wenyun Dai, Keke Gai
R2,297 Discovery Miles 22 970 Ships in 10 - 15 working days

Mobile Applications Development with Android: Technologies and Algorithms presents advanced techniques for mobile app development, and addresses recent developments in mobile technologies and wireless networks. The book covers advanced algorithms, embedded systems, novel mobile app architecture, and mobile cloud computing paradigms. Divided into three sections, the book explores three major dimensions in the current mobile app development domain. The first section describes mobile app design and development skills, including a quick start on using Java to run an Android application on a real phone. It also introduces 2D graphics and UI design, as well as multimedia in Android mobile apps. The second part of the book delves into advanced mobile app optimization, including an overview of mobile embedded systems and architecture. Data storage in Android, mobile optimization by dynamic programming, and mobile optimization by loop scheduling are also covered. The last section of the book looks at emerging technologies, including mobile cloud computing, advanced techniques using Big Data, and mobile Big Data storage. About the Authors Meikang Qiu is an Associate Professor of Computer Science at Pace University, and an adjunct professor at Columbia University. He is an IEEE/ACM Senior Member, as well as Chair of the IEEE STC (Special Technical Community) on Smart Computing. He is an Associate Editor of a dozen of journals including IEEE Transactions on Computers and IEEE Transactions on Cloud Computing. He has published 320+ peer-reviewed journal/conference papers and won 10+ Best Paper Awards. Wenyun Dai is pursuing his PhD at Pace University. His research interests include high performance computing, mobile data privacy, resource management optimization, cloud computing, and mobile networking. His paper about mobile app privacy has been published in IEEE Transactions on Computers. Keke Gai is pursuing his PhD at Pace University. He has published over 60 peer-reviewed journal or conference papers, and has received three IEEE Best Paper Awards. His research interests include cloud computing, cyber security, combinatorial optimization, business process modeling, enterprise architecture, and Internet computing. .

Terraform - Up and Running - Writing Infrastructure as Code (Paperback, 3rd edition): Yevgeniy Brikman Terraform - Up and Running - Writing Infrastructure as Code (Paperback, 3rd edition)
Yevgeniy Brikman
R1,449 R1,101 Discovery Miles 11 010 Save R348 (24%) Ships in 10 - 15 working days

Terraform has become a key player in the DevOps world for defining, launching, and managing infrastructure as code (IaC) across a variety of cloud and virtualization platforms, including AWS, Google Cloud, Azure, and more. This hands-on third edition, expanded and thoroughly updated for version 1.0 and beyond, shows you the fastest way to get up and running with Terraform. Gruntwork cofounder Yevgeniy (Jim) Brikman walks you through code examples that demonstrate Terraform's simple, declarative programming language for deploying and managing infrastructure with a few commands. Veteran sysadmins, DevOps engineers, and novice developers will quickly go from Terraform basics to running a full stack that can support a massive amount of traffic and a large team of developers. Compare Terraform with Chef, Puppet, Ansible, CloudFormation, Docker, and Packer Deploy servers, load balancers, and databases Create reusable infrastructure with Terraform modules Test your Terraform modules with static analysis, unit tests, and integration tests Configure CI/CD pipelines for both your apps and infrastructure code Use advanced Terraform syntax for loops, conditionals, and zero-downtime deployment New to the third edition: Get up to speed on Terraform 0.13 to 1.0 and beyond Manage secrets (passwords, API keys) with Terraform Work with multiple clouds and providers (including Kubernetes!)

Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Hardcover): Toiya Kristen Finley Branching Story, Unlocked Dialogue - Designing and Writing Visual Novels (Hardcover)
Toiya Kristen Finley
R2,525 Discovery Miles 25 250 Ships in 10 - 15 working days

This book covers the distinguishing characteristics and tropes of visual novels (VNs) as choice-based games and analyzes VNs like 999: Nine Hours, Nine Persons, Nine Doors; Hatoful Boyfriend; and Monster Prom, some of the best examples of the genre as illustrations. The author covers structuring branching narrative and plot, designing impactful and compelling choices, writing entertaining relationships and character interactions, understanding the importance of a VN's prose, and planning a VN's overall narrative design and story delivery. The book contains exercises at the end of chapters to practice the techniques discussed. By the end of the book, if the reader finishes all the exercises, they may have several portfolio pieces or a significant portion of their own VN project designed. Features: Discusses different aspects and genres of VNs, what makes them enjoyable, and successful techniques developers can incorporate into their own games Analyzes various VNs and choice-based games that use these successful techniques Shares tips from developers on portfolio pieces, hiring a team to work on VNs, and plotting and outlining VNs Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels is a valuable resource for developers and narrative designers interested in working on VNs. The book will show them how they can design their own VN projects, design branching narratives, develop entertaining plots and relationships, design impactful and compelling choices, and write prose that's a pleasure to read.

Game Audio Programming - Principles and Practices (Hardcover): Guy Somberg Game Audio Programming - Principles and Practices (Hardcover)
Guy Somberg
R2,056 Discovery Miles 20 560 Ships in 10 - 15 working days

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

3-D Image Processing Algorithms (Hardcover): N. Nikolaidis 3-D Image Processing Algorithms (Hardcover)
N. Nikolaidis
R2,637 Discovery Miles 26 370 Ships in 18 - 22 working days

Thorough, up-to-date, comprehensive coverage of 3-D image processing This authoritative guide presents and explains numerous 3-D image processing, analysis, and visualization techniques, including volume filtering, interpolation, 3-D discrete Fourier transform, evaluation of topological and geometrical features, region segmentation and edge detection, skeletonization and registration, and visualization. Necessary theoretical background is provided for each topic, along with a number of algorithms, selected on the basis of their acceptance by the scientific community.

The presentation of each technique includes a commented implementation, either in C code or in C-like pseudocode. Though presented in an almost ready-to-run form, the C code is simplified to expose the structure of the processing algorithms, rather than their programming details. This combination of theoretical treatment and C code implementation allows readers to gain a thorough insight into these techniques.

Important features of 3-D Image Processing Algorithms include:

  • A demo version of EIKONA 3D image processing software
  • Lab exercises based on EIKONA 3D
  • Accompanying transparencies summarizing the most important topics.

The material can be downloaded from an ftp site

Based on the authors’ long experience in research and teaching of 2-D/3-D image processing, 3-D Image Processing Algorithms is an indispensable resource for electrical, computer, and biomedical engineers, as well as computer graphics professionals and programmers.

Alternate Reality Games - Gamification for Performance (Paperback): Charles Palmer, Andy Petroski Alternate Reality Games - Gamification for Performance (Paperback)
Charles Palmer, Andy Petroski
R1,144 Discovery Miles 11 440 Ships in 10 - 15 working days

While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in formal and conventional training and communication approaches. Alternate Reality Games: Gamification for Performance leads you through the fundamentals of ARGs. It includes a discussion of what is and is not an ARG, citing examples and identifying business challenges that can be addressed through ARGs. It presents case studies that illustrate the variety of forms that ARGs take and the issues to which they can be applied, such as improving performance and critical communication situations. It also gives guidelines for creating your own ARGs, reviewing the process and technological tools and considerations relevant to their creation. Presenting a thorough examination of the beneficial roles ARGs can play in the business environment as well as methods for creating effective ARGs, Alternate Reality Games: Gamification for Performance is an ideal reference for those approaching or considering ARGs for the first time as well as the training professional or professional game designer. It presents a comprehensive overview of the advantages of applying ARGs to the workplace as well as methods for designing and using them.

VR Developer Gems (Paperback): William R. Sherman VR Developer Gems (Paperback)
William R. Sherman
R1,359 Discovery Miles 13 590 Ships in 10 - 15 working days

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

Games User Research - A Case Study Approach (Hardcover): Miguel Angel Garcia-Ruiz Games User Research - A Case Study Approach (Hardcover)
Miguel Angel Garcia-Ruiz
R3,522 Discovery Miles 35 220 Ships in 10 - 15 working days

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.

SwiftUI For Dummies (Paperback): W.M. Lee SwiftUI For Dummies (Paperback)
W.M. Lee
R634 Discovery Miles 6 340 Ships in 10 - 15 working days

The simplest way to create world-class apps Have a unique app idea but worried you don't quite have the coding skills to build it? Good news: You can stop fretting about someone beating you to market with the same idea and start work right now using SwiftUI. SwiftUI is a gateway app development framework that has become one of the best ways for fledgling developers to get iOS apps off the ground without having to become a coding expert overnight. SwiftUI For Dummies makes that process even faster, providing a friendly introduction to the SwiftUI and Swift programming language and helping you feel right at home creating and building with playgrounds. The book also covers the frameworks and APIs that make it so easy to create smooth, intuitive interfaces--just dive right in and have fun! Combine projects into workspaces Employ Xcode editing tools Use constants and variables Test your code on iOS Simulator Time is of the essence, and with SwiftUI For Dummies, it's also on your side. Get going with this friendly guide today, and you'll be celebrating the successful launch of your app way before you thought possible!

New Literacies and Teacher Learning - Professional Development and the Digital Turn (Paperback, New edition): Michele Knobel,... New Literacies and Teacher Learning - Professional Development and the Digital Turn (Paperback, New edition)
Michele Knobel, Judy Kalman
R938 Discovery Miles 9 380 Ships in 10 - 15 working days

New Literacies and Teacher Learning examines the complexities of teacher professional development today in relation to new literacies and digital technologies, set within the wider context of strong demands for teachers to be innovative and to improve students' learning outcomes. Contributors hail from Argentina, Australia, Canada, Finland, Mexico, Norway, and the U.S., and work in a broad range of situations, grade levels, activities, scales, and even national contexts. Projects include early year education through to adult literacy education and university contexts, describing a range of approaches to taking up new literacies and digital technologies within diverse learning practices. While the authors present detailed descriptions of using various digital resources like movie editing software, wikis, video conferencing, Twitter, and YouTube, they all agree that digital "stuff" - while important - is not the central concern. Instead, what they foreground in their discussions are theory-informed pedagogical orientations, collaborative learning theories, the complexities of teachers' workplaces, and young people's interests. Thus, a key premise in this collection is that teaching and learning are about deep engagement, representing meanings in a range of ways. These include acknowledging relationships and knowledge; thinking critically about events, phenomena, and processes; and participating in valued social and cultural activities. The book shows how this kind of learning doesn't simply occur in a one-off session, but takes time, commitment, and multiple opportunities to interact with others, to explore, play, make mistakes, and get it right.

Seven Mobile Apps in Seven Weeks (Paperback): Tony Hillerson Seven Mobile Apps in Seven Weeks (Paperback)
Tony Hillerson
R913 R812 Discovery Miles 8 120 Save R101 (11%) Ships in 10 - 15 working days

Answer the question "Can we build this for ALL the devices?" with a resounding YES. Learn how to build apps using seven different platforms: Mobile Web, iOS, Android, Windows, RubyMotion, React Native, and Xamarin. Find out which cross-platform solution makes the most sense for your needs, whether you're new to mobile or an experienced developer expanding your options. Start covering all of the mobile world today. Understanding the idioms, patterns, and quirks of the modern mobile platforms gives you the power to choose how you develop. Over seven weeks you'll build seven different mobile apps using seven different tools. You'll start out with Mobile Web; develop native apps on iOS, Android, and Windows; and finish by building apps for multiple operating systems using the native cross-platform solutions RubyMotion, React Native, and Xamarin. For each platform, you'll build simple, but non-trivial, apps that consume JSON data, run on multiple screen sizes, or store local data. You'll see how to test, how to build views, and how to structure code. You'll find out how much code it's possible to share, how much of the underlying platform you still need to know, and ultimately, you'll get a firm understanding of how to build apps on whichever devices your users prefer. This book gives you enough first-hand experience to weigh the trade-offs when building mobile apps. You'll compare writing apps on one platform versus another and understand the benefits and hidden costs of cross-platform tools. You'll get pragmatic, hands-on experience writing apps in a multi-platform world. What You Need: You'll need a computer and some experience programming. When we cover iOS, you'll need a Mac, and when we cover Windows Phone you'll need a computer with Windows on it. It's helpful if you have access to an iPhone, Android phone, and Windows Phone to run the examples on the devices where mobile apps are ultimately deployed, but the simulators or emulator versions of those phones work great.

Version Control with Git - Powerful Tools and Techniques for Collaborative Software Development (Paperback, 3rd edition): Prem... Version Control with Git - Powerful Tools and Techniques for Collaborative Software Development (Paperback, 3rd edition)
Prem Ponuthorai; Contributions by Jon Loeliger
R1,261 R1,111 Discovery Miles 11 110 Save R150 (12%) Ships in 10 - 15 working days

Track, branch, merge, and manage code revisions with Git, the free and open source distributed version control system. Through a series of step-by-step tutorials, this practical guide quickly takes you from Git fundamentals to advanced techniques, and provides friendly yet rigorous advice for navigating Git's many functions. You'll learn how to work with everything from small to very large projects with speed and efficiency. In this third edition, authors Prem Kumar Ponuthorai and Jon Loeliger break down Git concepts using a modular approach. You'll start with the basics and fundamental philosophy of Git, followed by intermediate commands to help you efficiently supplement your daily development workflow. Finally, you'll learn advanced Git commands and concepts to understand how Git works under the hood. Learn how to use Git for real-world development scenarios Gain insight into Git's common use cases, initial tasks, and basic functions Use the system for distributed version control Learn how to manage merges, conflicts, patches, and diffs Apply advanced techniques such as rebasing, hooks, and ways to handle submodules

Global Media Literacy in a Digital Age - Teaching Beyond Borders (Paperback, 2nd Revised edition): Belinha S. De Abreu, Melda... Global Media Literacy in a Digital Age - Teaching Beyond Borders (Paperback, 2nd Revised edition)
Belinha S. De Abreu, Melda N. Yildiz
R3,702 R3,119 Discovery Miles 31 190 Save R583 (16%) Ships in 10 - 15 working days

How do we connect with one another? How do the media portray different cultures and beliefs? What messages are often omitted from media? How do we connect what we see in the worldwide media to the classroom? This book, divided into four parts, serves to answer many of these questions. In Part 1, readers are provided with a historical look at media literacy education while glimpsing the future of this educational movement. Part 2 curates voices from around the globe, from practitioners to researchers, who provide a look at issues that are of consequence in our worldwide society. Part 3 focuses on education through cases studies that give educational perspectives and assessment opportunities. The final section, "Take Action", offers the reader resources for growing global media literacy around the world. This timely resource provides a look at how media literacy education has become a global and interconnected dialogue brought about by the evolution of technology.

Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Hardcover): Sari Gilbert Designing Gamified Systems - Meaningful Play in Interactive Entertainment, Marketing and Education (Hardcover)
Sari Gilbert
R3,242 Discovery Miles 32 420 Ships in 10 - 15 working days

Imagine a time in the not too distant future when not only game companies but also the human resources, marketing and product development divisions of major corporations are hiring game designers. The time is coming when companies large and small, creative agencies, school systems, museums, libraries and public and governmental institutions will employ game designers to engage employees, customers, students and volunteers to generate new audiences and deepen commitments. The skills that a game designer brings, organizing and presenting a body of information in the most appropriate and entertaining way, are the ones needed by the twenty-first century organization. Designing Gamified Systems is a practical guide for practicing and aspiring game designers to put their unique and valuable skills to work to drive engagement, build motivation, and facilitate positive behavior.

Rather than the overused ideas of pervasive games or "gamification," this book uniquely focuses first and foremost on the partnership between the content expert or client and the game designer. It assumes that game systems are one more meaningful tool that can now be used to help organizations and individuals encourage people to care about them and support them. Providing a solid introduction to the fundamental principles of the game layer, it also offers a practical set of tools and activities to contextualize the practice within a variety of different scenarios. It includes interviews with industry leaders, content experts, game designers, museum professionals, and educators who are all using game practices and ideas in new and innovative ways. Catching a snapshot of this exciting moment while delivering enduring fundamentals, the book can be used in the classroom or can be read as a trade book, and will appeal to industry professionals, game designers and game design students."

Practical Product Management for Product Owners - Creating Winning Products with the Professional Product Owner Stances... Practical Product Management for Product Owners - Creating Winning Products with the Professional Product Owner Stances (Paperback)
Chris Lukassen, Robbin Schuurman
R860 R741 Discovery Miles 7 410 Save R119 (14%) Ships in 5 - 10 working days

Master Agile Product Owner Behaviors that Lead to Marketplace Winners! Organizations pour vast resources into building new products and services. Yet too many are poorly conceived, don't delight (or even satisfy) customers, and fail in the marketplace. The solution is more effective agile product ownership and product management. This book is an expert guide to the behaviors, stances, and practices of world-class agile product development, reflecting deep in-the-trenches experience from world-renowned experts. Chris Lukassen and Robbin Schuurman introduce powerful tools, ideas, and skills for delivering superior products and services, and for avoiding pitfalls that keep you from seeing what customers really need and want. Learn through a start-to-finish, Scrum-based case study, drawing on concepts the authors created for their breakthrough Scrum.org Professional Scrum Product Owner-Advanced (PSPO-A) training course. This innovative approach has already helped thousands of product owners excel--and it can transform the way you create products. Replace negative product owner behaviors with approaches that lead to excellence Represent customers more empathetically and effectively Connect customers, values, and features more coherently Tell better stories, set clearer goals, and create more valuable roadmaps Innovate business models, run better experiments, and scale products more successfully Make more successful decisions, involve the right people, and rely on better data Become a great agile collaborator, across governance, budgeting, contracting, and beyond Influence customers, users, stakeholders, and teams to improve your overall effectiveness Optimize every organizational role related to product ownership Product owners, managers, and team leads will find this guide indispensable along with Agile/Scrum coaches, consultants, and executives wanting to generate more value from product management across the organization.

Shared Memory Application Programming - Concepts and Strategies in Multicore Application Programming (Paperback): Victor... Shared Memory Application Programming - Concepts and Strategies in Multicore Application Programming (Paperback)
Victor Alessandrini
R1,514 Discovery Miles 15 140 Ships in 10 - 15 working days

Shared Memory Application Programming presents the key concepts and applications of parallel programming, in an accessible and engaging style applicable to developers across many domains. Multithreaded programming is today a core technology, at the basis of all software development projects in any branch of applied computer science. This book guides readers to develop insights about threaded programming and introduces two popular platforms for multicore development: OpenMP and Intel Threading Building Blocks (TBB). Author Victor Alessandrini leverages his rich experience to explain each platform's design strategies, analyzing the focus and strengths underlying their often complementary capabilities, as well as their interoperability. The book is divided into two parts: the first develops the essential concepts of thread management and synchronization, discussing the way they are implemented in native multithreading libraries (Windows threads, Pthreads) as well as in the modern C++11 threads standard. The second provides an in-depth discussion of TBB and OpenMP including the latest features in OpenMP 4.0 extensions to ensure readers' skills are fully up to date. Focus progressively shifts from traditional thread parallelism to modern task parallelism deployed by modern programming environments. Several chapter include examples drawn from a variety of disciplines, including molecular dynamics and image processing, with full source code and a software library incorporating a number of utilities that readers can adapt into their own projects.

Arduino Projects For Dummies (Paperback): B. Craft Arduino Projects For Dummies (Paperback)
B. Craft 3
R535 Discovery Miles 5 350 Ships in 10 - 15 working days

Discover all the amazing things you can do with Arduino

Arduino is a programmable circuit board that is being used by everyone from scientists, programmers, and hardware hackers to artists, designers, hobbyists, and engineers in order to add interactivity to objects and projects and experiment with programming and electronics. This easy-to-understand book is an ideal place to start if you are interested in learning more about Arduino's vast capabilities. Featuring an array of cool projects, this Arduino beginner guide walks you through every step of each of the featured projects so that you can acquire a clear understanding of the different aspects of the Arduino board.Introduces Arduino basics to provide you with a solid foundation of understanding before you tackle your first projectFeatures a variety of fun projects that show you how to do everything from automating your garden's watering system to constructing a keypad entry system, installing a tweeting cat flap, building a robot car, and much moreProvides an easy, hands-on approach to learning more about electronics, programming, and interaction design for Makers of all ages

"Arduino Projects For Dummies" is your guide to turning everyday electronics and plain old projects into incredible innovations.Get Connected To find out more about Brock Craft and his recent Arduino creations, visit www.facebook.com/ArduinoProjectsForDummies

Introduction to Computational Models with Python (Hardcover): Jose M. Garrido Introduction to Computational Models with Python (Hardcover)
Jose M. Garrido
R3,123 Discovery Miles 31 230 Ships in 10 - 15 working days

Introduction to Computational Models with Python explains how to implement computational models using the flexible and easy-to-use Python programming language. The book uses the Python programming language interpreter and several packages from the huge Python Library that improve the performance of numerical computing, such as the Numpy and Scipy modules. The Python source code and data files are available on the author's website. The book's five sections present: An overview of problem solving and simple Python programs, introducing the basic models and techniques for designing and implementing problem solutions, independent of software and hardware tools Programming principles with the Python programming language, covering basic programming concepts, data definitions, programming structures with flowcharts and pseudo-code, solving problems, and algorithms Python lists, arrays, basic data structures, object orientation, linked lists, recursion, and running programs under Linux Implementation of computational models with Python using Numpy, with examples and case studies The modeling of linear optimization problems, from problem formulation to implementation of computational models This book introduces the principles of computational modeling as well as the approaches of multi- and interdisciplinary computing to beginners in the field. It provides the foundation for more advanced studies in scientific computing, including parallel computing using MPI, grid computing, and other methods and techniques used in high-performance computing.

How to Code .NET - Tips and Tricks for Coding .NET 1.1 and .NET 2.0 Applications Effectively (Hardcover, 1st ed.): Christian... How to Code .NET - Tips and Tricks for Coding .NET 1.1 and .NET 2.0 Applications Effectively (Hardcover, 1st ed.)
Christian Gross
R986 Discovery Miles 9 860 Ships in 10 - 15 working days

What is good code? Writing good code is really a question about what the code is trying to solve. (And good code is not to be confused with patterns because not all pieces of good code are patterns.) We debate about good code because there is not just a single piece of good code, but so many good pieces of code. And each good piece of code depends on the context in which it is used.

"How to Code .NET: Tips and Tricks for Coding .NET 1.1 and .NET 2.0 Applications Effectively" provides solutions to certain problems. That is, specific problems. This book provides detailed, authoritative explanations of good .NET coding techniques. It's based on award-winning material that author -->Christian Gross--> has previously presented at conferences throughout the U.S. and Europe. What's more, the author is at the forefront of the .NET technology wave and an acknowledged expert on the subject of .NET coding style and techniques.-->Table of Contents-->Testing Your Code .NET Runtime- and Framework-Related Solutions Text-Related Solutions C# Coding Solutions

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