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"What we all hope for our children's education is undiminished curiosity and creativeness, and solid practical preparation for adult work. Today, there's no doubt that easy access to computers is vital for students. Bob Johnstone has brilliantly and passionately told the story of the worldwide struggle to make today's equivalent of the pencil accessible to all students." -Victor K. McElheny, author of "Watson and DNA" If every kid had a laptop computer, what would difference would it make to their learning? And to their prospects? Today, these are questions that all parents, teachers, school administrators, and politicians must ask themselves. Bob Johnstone provides a definitive answer to the conundrum of computers in the classroom. His conclusion: we owe it to our kids to educate them in the medium of their time. In this book he tells the extraordinary story of the world's first laptop school. How daring educators at an independent girls' school in Melbourne, Australia, empowered their students by making laptops mandatory. And how they solved all the obstacles to laptop learning, including teacher training. Their example spread to thousands of other schools worldwide. Especially in America, where it inspired the largest educational technology initiative in US history-the State of Maine issuing laptops to every seventh-grader in its public school system. This lively, intriguing, anecdote-rich account is based on hundreds of interviews. In it, you'll meet the visionary leaders, inspirational principals, heroic teachers, and their endlessly-surprising students who showed what computers in the classroom are really for.
With a generous dash of humor and fun, bestselling author Dan Gookin shows people how to select the right machine and tackle typical laptop challenges Laptop sales recently surpassed those of desktop machines-a trend that seems likely to continue A must for laptop newbies as well as road warriors who need to get the most out of their machines Covers synchronizing with the desktop, accessing the desktop remotely, coordinating e-mail pickup between two machines, wireless networking, managing power, and securing a laptop
A one-stop guide to making the most of your desktop PC or laptop computer PCs and Laptops For Dummies is the essential user's guide to the features your PC or laptop has to offer—and how to use them successfully. With this book as your coach, you can jump over technological hurdles with ease, navigating the hardware and software of your personal computer. Regardless of what brand of computer you use, you'll learn to navigate the latest version of Windows. You'll also explore how PCs, laptops, and other mobile devices can be used together, and how to keep your data secure. This Dummies guide is your first step toward computer-whiz status, saving you time and energy with everything in one place. Learn about Microsoft Windows, the operating system for PC and laptop Discover PC and laptop features you never knew about, and get your devices to play nicely together Identify the specs and features you need, so you can purchase a computer that's a fit for you Get easy-to-understand information, advice, and tricks at your fingertips This is the perfect Dummies guide for PC or laptop users at home or at work who need a go-to guide for their hardware and software questions.
Offers comprehensive coverage of the issues, concepts, trends, and technologies of distance learning.
Founded in 1836, the Maine State Museum is America’s oldest state museum and is known to many as “Maine’s Smithsonian” because of the breadth and diversity of its holdings—nearly a million objects covering every aspect of the state’s cultural, biological, and geological history—and the thousands of stories its collections tell. For this book the museum selected and photographed 112 artifacts and specimens that, together, tell an epic story of the land and its people from prehistoric times to the present. It is a story covering 395 million years, a story told with a walrus skull and fossils, tourmaline and spear points, mammoth tusks and bone fishhooks, Norse coins and caulking irons, militia flags and survey stakes, treaty documents and wooden tankards, a temperance banner and a locomotive, Joshua Chamberlain’s pistol and a cod tub trawl, a Lombard log hauler and a woman’s WWII welding outfit, L. L. Bean boots and German POW snowshoes, and many more objects from the museum’s collections. Short narratives written by museum curators are woven around each item—including photos of related objects—and the ensemble has been honed, polished, and introduced by museum director Bernard Fishman. This is a book that historians and Maine residents and visitors will delve into again and again, unearthing new treasures with each reading.
Creating the Coding Generation in Primary Schools sets out the what, why and how of coding. Written by industry innovators and experts, it shows how you can bring the world of coding to your primary school practice. It is packed with a range of inspirational ideas for the cross-curricular teaching of coding, from demystifying algebra in maths, to teaching music, to designing digital storytelling, as well as an insight into the global movement of free coding clubs for young people such as CoderDojo and Girls Learning Code. Key topics explored include: what we mean by ‘coding’ understanding and teaching computational thinking building pupils’ passion for and confidence with technologies artificial intelligence systems how gender impacts on coding STEM learning and Computer Science using Minecraft to improve pupil engagement fun projects using a Raspberry Pi. Designed to be read from cover to cover or dipped into for ideas and advice, Creating the Coding Generation in Primary Schools offers all teachers a deeper knowledge and understanding of coding that will help them support and inspire the coding generation. It is cool to code!
Handbook of Applied Social Research Methods is a comprehensive, intelligent & authoritative guide to researchers who need to select & use the most suitable approach, specific designs, & data collection procedures for their applied research.
Documents the story of the 1960s computer program and platform that marked the true beginning of cyberculture, revealing the role of PLATO ideas in inspiring countless technological innovations, from flat-panel wall TVs to multiplayer games.
Language learning is a complex and challenging endeavor. For students to achieve the desired proficiency in English as a Foreign Language (EFL) their institutions need to invest time, effort and huge resources in order to cater for different learning styles. To be cost effective, many language-teaching institutions strive to provide intensive foreign language (FL) instruction to reduce the time period needed to learn the target language. This explains the current interest in combining differe...
Silicon Valley gets all the credit for digital creativity, but this account of the pre-PC world, when computing meant more than using mature consumer technology, challenges that triumphalism. The invention of the personal computer liberated users from corporate mainframes and brought computing into homes. But throughout the 1960s and 1970s a diverse group of teachers and students working together on academic computing systems conducted many of the activities we now recognize as personal and social computing. Their networks were centered in New Hampshire, Minnesota, and Illinois, but they connected far-flung users. Joy Rankin draws on detailed records to explore how users exchanged messages, programmed music and poems, fostered communities, and developed computer games like The Oregon Trail. These unsung pioneers helped shape our digital world, just as much as the inventors, garage hobbyists, and eccentric billionaires of Palo Alto. By imagining computing as an interactive commons, the early denizens of the digital realm seeded today’s debate about whether the internet should be a public utility and laid the groundwork for the concept of net neutrality. Rankin offers a radical precedent for a more democratic digital culture, and new models for the next generation of activists, educators, coders, and makers.