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Computer Science Project Work: Principles and Pragmatics is essential reading for lecturers and course designers who want to improve their handling of project work on specific courses, and deans and department heads who are interested in strategic issues and comparative practices. It explores working practices within the curriculum and provides a resource of guidelines and practical advice, including tried and tested "good ideas" and case studies of innovative practices.It looks at different approaches to key aspects of project work such as:- Allocation- Supervision- Assessment Integration with the curriculumand allows readers to "mix and match" approaches to create a system which suits their individual needs."Computer Science Project Work: Principles and Pragmatics is passionate, well-researched, and well-written...I wish I had this book from the beginning of my teaching career, and you will too."Susan Fowler, Professor of Technical Communication and Usability, Polytechnic University, Brooklyn, New York"Sally Fincher and her colleagues have assembled a cornucopia of practical advice and case studies, solidly referenced. This is the source book on using projects in computer science education."David Baume, Director of Teaching Development, Centre for Higher Education Practice, The Open University, UK"...very well-researched, it covers all the aspects, from the allocation of projects and teams, to managing the project process, assessing projects, and so on.....It will prove invaluable to all lecturers involved in teaching computing...."Professor Mike Holcombe, University of Sheffield, UK
Returning in its 3rd edition, this bestselling book on the process
of PhD research provides friendly, engaging, and realistic advice
on how to complete your doctorate. Updated throughout, the book
will guide you through the basics as well as covering aspects that
other books don't usually mention, including: * What a PhD is
really about and how to do one well * How to decipher what your
supervisor actually means by terms like 'good referencing' and
'clean research question' * How to design, report and defend your
research The authors offer an accessible, down-to-earth, and
insightful account of the whole PhD process. Their advice addresses
how to avoid some of the pitfalls en route to a successful
submission. Key features: * Thinking about your career from the
outset of your PhD (rather than at the end) * Tips for "sniffing" a
paper to make your reading quicker and more efficient *
Understanding cultural differences in research * Networking for
research success * Sensible guidelines for using social media in
your research * Guidance on project management - especially
important for part-time students The Unwritten Rules of PhD
Research is essential reading for anyone considering a PhD,
embarking on one, or stuck in the middle and unsure where to turn.
It will tell you things many students wish someone had told them
before they started. "The course of a PhD never did 'run smooth'.
This new edition of unwritten rules covers everything the doctoral
student needs to know for a smoother passage with informal yet
scholarly advice, ranging from improving the writing process,
creating networks, completing the thesis, and even what to wear for
the viva - a complete guide to the tacit guidelines sometimes left
unsaid." Professor Jerry Wellington, University of Sheffield, UK
This book provides an overview of how to approach computer science
education research from a pragmatic perspective. It represents the
diversity of traditions and approaches inherent in this
interdisciplinary area, while also providing a structure within
which to make sense of that diversity. It provides multiple 'entry
points'- to literature, to methods, to topics Part One, 'The Field
and the Endeavor', frames the nature and conduct of research in
computer science education. Part Two, 'Perspectives and
Approaches', provides a number of grounded chapters on particular
topics or themes, written by experts in each domain. These chapters
cover the following topics: * design * novice misconceptions *
programming environments for novices * algorithm visualisation * a
schema theory view on learning to program * critical theory as a
theoretical approach to computer science education research
Juxtaposed and taken together, these chapters indicate just how
varied the perspectives and research approaches can be. These
chapters, too, act as entry points, with illustrations drawn from
published work.
This book provides an overview of how to approach computer science
education research from a pragmatic perspective. It represents the
diversity of traditions and approaches inherent in this
interdisciplinary area, while also providing a structure within
which to make sense of that diversity. It provides multiple 'entry
points'- to literature, to methods, to topics
Part One, 'The Field and the Endeavor', frames the nature and
conduct of research in computer science education. Part Two,
'Perspectives and Approaches', provides a number of grounded
chapters on particular topics or themes, written by experts in each
domain. These chapters cover the following topics:
* design
* novice misconceptions
* programming environments for novices
* algorithm visualisation
* a schema theory view on learning to program
* critical theory as a theoretical approach to computer science
education research
Juxtaposed and taken together, these chapters indicate just how
varied the perspectives and research approaches can be. These
chapters, too, act as entry points, with illustrations drawn from
published work.
Software Designers in Action: A Human-Centric Look at Design Work
examines how developers actually perform software design in their
day-to-day work. The book offers a comprehensive look at early
software design, exploring the work of professional designers from
a range of different viewpoints. Divided into four sections, it
discusses various theoretical examinations of the nature of
software design and particular design problems, critically assesses
the processes and practices that designers follow, presents
in-depth accounts of key supporting elements of design, and
explores the role of human interaction in software design. With
highly interdisciplinary contributions that together provide a
unique perspective on software development, this book helps readers
understand how software design is performed today and encourages
the current community of researchers to push the field forward.
Computer Science Project Work: Principles and Pragmatics is
essential reading for lecturers and course designers who want to
improve their handling of project work on specific courses, and
deans and department heads who are interested in strategic issues
and comparative practices. It explores working practices within the
curriculum and provides a resource of guidelines and practical
advice, including tried and tested "good ideas" and case studies of
innovative practices.
It looks at different approaches to key aspects of project work
such as:
- Allocation
- Supervision
- Assessment Integration with the curriculum
and allows readers to "mix and match" approaches to create a system
which suits their individual needs.
"Computer Science Project Work: Principles and Pragmatics is
passionate, well-researched, and well-written...I wish I had this
book from the beginning of my teaching career, and you will
too."
"Susan Fowler, Professor of Technical Communication and "
"Usability, Polytechnic University, Brooklyn, New York"
"Sally Fincher and her colleagues have assembled a cornucopia of
practical advice and case studies, solidly referenced. This is the
source book on using projects in computer science education."
"David Baume, Director of Teaching Development, Centre for "
"Higher Education Practice, The Open University, UK"
..".very well-researched, it covers all the aspects, from the
allocation of projects and teams, to managing the project process,
assessing projects, and so on.....It will prove invaluable to all
lecturers involved in teaching computing...."
"Professor Mike Holcombe, University of Sheffield, UK "
Mushroom Biotechnology: Developments and Applications is a
comprehensive book to provide a better understanding of the main
interactions between biological, chemical and physical factors
directly involved in biotechnological procedures of using mushrooms
as bioremediation tools, high nutritive food sources, and as
biological helpers in healing serious diseases of the human body.
The book points out the latest research results and original
approaches to the use of edible and medicinal mushrooms as
efficient bio-instruments to reduce the environment and food
crises. This is a valuable scientific resource to any researcher,
professional, and student interested in the fields of mushroom
biotechnology, bioengineering, bioremediation, biochemistry,
eco-toxicology, environmental engineering, food engineering,
mycology, pharmacists, and more.
An engaging, illustrated collection of insights revealing the
practices and principles that expert software designers use to
create great software. What makes an expert software designer? It
is more than experience or innate ability. Expert software
designers have specific habits, learned practices, and observed
principles that they apply deliberately during their design work.
This book offers sixty-six insights, distilled from years of
studying experts at work, that capture what successful software
designers actually do to create great software. The book presents
these insights in a series of two-page illustrated spreads, with
the principle and a short explanatory text on one page, and a
drawing on the facing page. For example, "Experts generate
alternatives" is illustrated by the same few balloons turned into a
set of very different balloon animals. The text is engaging and
accessible; the drawings are thought-provoking and often playful.
Organized into such categories as "Experts reflect," "Experts are
not afraid," and "Experts break the rules," the insights range from
"Experts prefer simple solutions" to "Experts see error as
opportunity." Readers learn that "Experts involve the user";
"Experts take inspiration from wherever they can"; "Experts design
throughout the creation of software"; and "Experts draw the problem
as much as they draw the solution." One habit for an aspiring
expert software designer to develop would be to read and reread
this entertaining but essential little book. The insights described
offer a guide for the novice or a reference for the veteran-in
software design or any design profession. A companion web site
provides an annotated bibliography that compiles key underpinning
literature, the opportunity to suggest additional insights, and
more.
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