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837 result(s) for "Computer programming Social aspects."
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Coders : the making of a new tribe and the remaking of the world /
\"[An] anthropological reckoning with the most powerful tribe in the world today, computer programmers--where they come from, how they think, what makes for greatness in their world, and what should give us pause\"-- Provided by publisher.
Connected Code
Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage \"computational thinking\" -- which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world.InConnected Code,Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of \"computational participation\" better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital \"making.\" Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.
The Aesthetic of Play
The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions (\"Why is this battle boring?\") than big ones (\"What does this game mean?\"). In this book, the game designer Brian Upton analyzes the experience of play -- how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.
Communities of play : emergent cultures in multiplayer games and virtual worlds
The odyssey of a group of \"refugees\" from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual worlds. Players in these networked worlds sometimes develop a sense of community that transcends the game itself. In Communities of Play, game researcher and designer Celia Pearce explores emergent fan cultures in networked digital worlds-actions by players that do not coincide with the intentions of the game's designers. Pearce looks in particular at the Uru Diaspora-a group of players whose game, Uru: Ages Beyond Myst, closed. These players (primarily baby boomers) immigrated into other worlds, self-identifying as \"refugees\"; relocated in There.com, they created a hybrid culture integrating aspects of their old world. Ostracized at first, they became community leaders. Pearce analyzes the properties of virtual worlds and looks at the ways design affects emergent behavior. She discusses the methodologies for studying online games, including a personal account of the sometimes messy process of ethnography. Pearce considers the \"play turn\" in culture and the advent of a participatory global playground enabled by networked digital games every bit as communal as the global village Marshall McLuhan saw united by television. Countering the ludological definition of play as unproductive and pointing to the long history of pre-digital play practices, Pearce argues that play can be a prelude to creativity.
Devil in the stack : a coding odyssey
Throughout history, technological revolutions have been driven by the invention of machines. But today, the power of the technology transforming our world lies in an intangible and impenetrable cosmos of software: algorithmic code. In a world increasingly governed by technologies that so few can comprehend, who - or what - controls the future? 'Devil in the Stack' follows Andrew Smith on his immersive trip into the world of coding, passing through the stories of logic, machine-learning and early computing, from Ada Lovelace to Alan Turing, and up to the present moment, behind the scenes into the lives - and minds - of the pioneers of the 21st century: those who write code. Smith embarks on a quest to understand this sect in what he believes to be the only way possible: by learning to code himself.
The Human Factor of Cybercrime
Cybercrimes are often viewed as technical offences that require technical solutions, such as antivirus programs or automated intrusion detection tools. However, these crimes are committed by individuals or networks of people which prey upon human victims and are detected and prosecuted by criminal justice personnel. As a result, human decision-making plays a substantial role in the course of an offence, the justice response, and policymakers' attempts to legislate against these crimes. This book focuses on the human factor in cybercrime: its offenders, victims, and parties involved in tackling cybercrime. The distinct nature of cybercrime has consequences for the entire spectrum of crime and raises myriad questions about the nature of offending and victimization. For example, are cybercriminals the same as traditional offenders, or are there new offender types with distinct characteristics and motives? What foreground and situational characteristics influence the decision-making process of offenders? Which personal and situational characteristics provide an increased or decreased risk of cybercrime victimization? This book brings together leading criminologists from around the world to consider these questions and examine all facets of victimization, offending, offender networks, and policy responses.
You are not expected to understand this : how 26 lines of code changed the world
\"Leading technologists, historians, and journalists reveal the stories behind the computer coding that touches all aspects of life-for better or worse. Few of us give much thought to computer code or how it comes to be. The very word \"code\" makes it sound immutable or even inevitable. \"You Are Not Expected to Understand This\" demonstrates that, far from being preordained, computer code is the result of very human decisions, ones we all live with when we use social media, take photos, drive our cars, and engage in a host of other activities. Everything from law enforcement to space exploration relies on code written by people who, at the time, made choices and assumptions that would have long-lasting, profound implications for society. Torie Bosch brings together many of today's leading technology experts to provide new perspectives on the codes that shape our lives. Contributors discuss a host of topics, such as how university databases were programmed long ago to accept only two genders, what the person who programmed the very first pop-up ad was thinking at the time, the first computer worm, the Bitcoin white paper, and perhaps the most famous seven words in Unix history: \"You are not expected to understand this.\" This compelling book tells the human stories behind programming, enabling those of us who don't think much about code to recognize its importance, and those who work with it every day to better understand the long-term effects of the decisions they make. With contributions by Mahsa Alimardani, Elena Botella, Meredith Broussard, David Cassel, Arthur Daemmrich, Charles Duan, Quinn DuPont, Claire L. Evans, Hany Farid, James Grimmelmann, Katie Hafner, Susan C. Herring, Syeda Gulshan Ferdous Jana, Lowen Liu, John MacCormick, Brian McCullough, Charlton McIlwain, Lily Hay Newman, Margaret O'Mara, Will Oremus, Nicholas Partridge, Benjamin Pope, Joy Lisi Rankin, Afsaneh Rigot, Ellen Stofan, Ellen Ullman, Lee Vinsel, Josephine Wolff, and Ethan Zuckerman\"-- Provided by publisher.
Impact of the COVID-19 pandemic on medical education: Medical students’ knowledge, attitudes, and practices regarding electronic learning
The Coronavirus Disease 2019 (COVID-19) pandemic has caused an unprecedented disruption in medical education and healthcare systems worldwide. The disease can cause life-threatening conditions and it presents challenges for medical education, as instructors must deliver lectures safely, while ensuring the integrity and continuity of the medical education process. It is therefore important to assess the usability of online learning methods, and to determine their feasibility and adequacy for medical students. We aimed to provide an overview of the situation experienced by medical students during the COVID-19 pandemic, and to determine the knowledge, attitudes, and practices of medical students regarding electronic medical education. A cross-sectional survey was conducted with medical students from more than 13 medical schools in Libya. A paper-based and online survey was conducted using email and social media. The survey requested demographic and socioeconomic information, as well as information related to medical online learning and electronic devices; medical education status during the COVID-19 pandemic; mental health assessments; and e-learning knowledge, attitudes, and practices. A total of 3,348 valid questionnaires were retrieved. Most respondents (64.7%) disagreed that e-learning could be implemented easily in Libya. While 54.1% of the respondents agreed that interactive discussion is achievable by means of e-learning. However, only 21.1% agreed that e-learning could be used for clinical aspects, as compared with 54.8% who disagreed with this statement and 24% who were neutral. Only 27.7% of the respondents had participated in online medical educational programs during the COVID-19 pandemic, while 65% reported using the internet for participating in study groups and discussions. There is no vaccine for COVID-19 yet. As such, the pandemic will undeniably continue to disrupt medical education and training. As we face the prospect of a second wave of virus transmission, we must take certain measures and make changes to minimize the effects of the COVID-19 outbreak on medical education and on the progression of training. The time for change is now, and there should be support and enthusiasm for providing valid solutions to reduce this disruption, such as online training and virtual clinical experience. These measures could then be followed by hands-on experience that is provided in a safe environment.