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Presents step-by-step instructions for repurposing a variety of electronic appliances and equipment, including computers, cell phones, and scanners, into other items.
During the past few years, groups like the President's Council of Advisors on Science and Technology, Center for Education have been placing great emphasis on the significance of STEM (science, technology, engineering, and math) education. In brief, the US is seen as falling behind the rest of the world in science and technology education. In response, the curricula have been revised in many educational institutions and school districts across the country. It is clear that for STEM to be successful, other community organizations, most particularly libraries, need to be closely involved in the process. Library staff realize the importance of getting involved in STEM education, but many have difficulty finding comprehensive information that will help them plan and successfully implement STEM direction in their organization. This book is designed to meet that need. It is timely and relevant. How to STEM: Science, Technology, Engineering, and Math Education in Libraries is by and for libraries who are involved in contributing efforts into advancing these subjects. It is organized in 9 parts including funding, grant writing, community partnerships, outreach, research, and examples of specific programming activities. Authors are drawn from the professional staffs of educational institutions, libraries, and non-profit organizations such as science museums. The book contains eight parts, each emphasizing a different aspect of how to succeed with STEM. Part 1 emphasizes how hands-on activities that are both fun and educational can be used to further STEM awareness. Parts 2 and 3 contain chapters on the uniting of STEM with Information Literacy. Innovative collection development ideas are discussed in Part 4 and Part 5 focuses on research and publishing. Outreach is the theme of Part 6 and the programs described in these chapters offer an array of ways to connect with students of all ages. The final section of How to STEM: Science, Technology, Engineering, and Math Education in Libraries addresses the funding of these programs. Librarians of all types will be pleased to discover easy-to-implement suggestions for collaborative efforts, many rich and diverse programming ideas, strategies for improving reference services and library instruction to speakers of English as a second language, marketing and promotional tips designed to welcome multicultural patrons into the library, and much more.
Organized into an easy-to-follow, month-by-month plan for implementation, this book provides field-tested and research-based knowledge that will serve educators as they create and maintain a meaningful Makerspace. Although science, technology, engineering, arts, and math have made huge gains in the past decade, STEAM jobs are not being filled at the rate they are being created or needed. Makerspaces in School promotes innovative thinking in students that fills this need. Through Makerspaces, project-based learning provides opportunities for credible, legitimate, and authentic growth and development. This book will allow any educator to walk away with a plan to create a Makerspace in his or her classroom or a school- or districtwide model that works for many. Makerspaces are very fluid places—each is unique in its own way! 2020 Teachers' Choice Award for Professional Development Winner
Homemade Robots teaches total beginners how to quickly and easily build 10 mobile, autonomous bots with simple tools and common household materials. A Perfect DIY STEAM adventure for the electronically curious. Homemade Robots is a beginner’s guide to building a wide range of mobile, autonomous bots using common household materials. Its 10 creative and easy-to-follow projects are designed to maximize fun with minimal effort—no electronics experience necessary! From the teetering Wobbler to the rolling Barreller, each bot is self-driving and has a unique personality. There’s the aptly named Inchworm Bot made of aluminum rulers; Buffer, a street sweeper-like bot that polishes the floor as it walks; and Sail Bot, which changes direction based on the wind. Randy Sarafan’s hacker approach to sculptural robotics will appeal to builders of all ages. You’ll learn basic electronics, get comfortable with tools and mechanical systems, and gain the confidence to explore further on your own. A wide world of robots is yours to discover, and Homemade Robots is the perfect starting point.
Computer hacking takes on a whole new meaning when you're going at it with a screwdriver and hammer: announcing the most wildly inventive, eco-friendly craft book on repurposing everyday objects since Generation T. Except in this case the raw material isn't a T-shirt, but the stuff we all have lying around and have no idea what to do with, or even how to get rid of properly—your old cell phone, a broken printer, irredeemable iPod, busted digital camera, mysterious thatches of cables and wires, orphaned keyboards, and of course, those dead PCs and laptops. Created by a Parsons design graduate who’s obsessed with navigating the intersection of art and technology, here are 62 ingenious projects that are irresistibly geek-chic. An iMac Terrarium—how cool is that? A laptop Digital Photo Frame. The impressively green Scanner Compost Bin. Plus a power strip Bird Feeder, Walkman Soap Dish, My First Squiggle Bot, Qwerty Hair Tie, Flat-screen Ant Farm. Each project has complete, step-by-step instructions, is rated by difficulty—in a thorough first chapter the author covers all the tools and skills needed to take apart electronics safely—and is arranged by use, from stuff for the house, to fashion, toys, arts and crafts, items for pets, and more.
Perfect for the do-it-yourselfer, this handy guide to household electronics gives the weekend workbench enthusiast a multitude of ideas on how to salvage valuable parts from old electronics and turn them into useful gadgets once more. This handbook is loaded with information and helpful tips for disassembling old and broken electronics. Each of the more than 50 deconstruction projects includes a "treasures cache" of the components to be found, a required tools list, and step-by-step instructions with photos on how to safely extract the working components. Projects include building a desk lamp from an old flatbed scanner, a barbeque supercharger from a Dustbuster impeller, and a robot from the gears, rollers, and stepper motor found in an ink-jet printer. Now, old VHS players and fax machines will find new life with these fun ideas.
Seventeen-year-old Gwen is preparing to audition for New York City’s top music schools when her grandfather mysteriously disappears, leaving Gwen only a phone message telling her not to worry. But there’s nothing more stressful than practicing for her auditions, not knowing where her grandfather is, and being forced to lie about his whereabouts when her insistent great-uncle demands an audience with him. Then Gwen meets Robert, also in town for music auditions, and the two pair up to brave the city without supervision. As auditions approach and her great-uncle becomes more aggressive, Gwen and Robert make a startling discovery. Suddenly Gwen’s hopes are turned upside down, and she and Robert are united in ways neither of them could have foretold. . . .
TypeScript is a typed superset of JavaScript with the potential to solve many of the headaches for which JavaScript is famous. But TypeScript has a learning curve of its own, and understanding how to use it effectively can take time. This book guides you through 62 specific ways to improve your use of TypeScript. Author Dan Vanderkam, a principal software engineer at Sidewalk Labs, shows you how to apply these ideas, following the format popularized by Effective C++ and Effective Java (both from Addison-Wesley). You’ll advance from a beginning or intermediate user familiar with the basics to an advanced user who knows how to use the language well. Effective TypeScript is divided into eight chapters: Getting to Know TypeScript TypeScript’s Type System Type Inference Type Design Working with any Types Declarations and @types Writing and Running Your Code Migrating to TypeScript
Learn to create realistic digital assets for film and games with this project-based guide Focused entirely on practical projects, this hands-on guide shows you how to use Maya's texturing and lighting tools in real-world situations. Whether you need to sharpen your skills or you're looking to break into the field for the first time, you'll learn top industry techniques for this important skill as you follow the instructions for several specific projects. You can even create your own version, using final Maya scene files to validate results. The companion DVD includes supplemental videos, project support files, textures, tools, professional shaders, and more. Lighting and texturing projects are often an excellent way for new animators to break into the business This is the only project-based book dedicated to understanding and implementing Maya's texturing and lighting tools for creating realistic digital assets for film, video, and games Walks you step by step through lighting and texturing objects, characters, and locations Written by a professional CG artist who has worked on high-profile films including Antz and Shrek Includes a DVD with supplemental video instruction, additional tools, and more Practical, project-based instruction in this guide will help you perfect your skill with Maya's texturing and lighting tools.