Programming Guide for the Silver Code Community
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| Publicado no: | The International Scientific Conference eLearning and Software for Education vol. 4 (2018), p. 290 |
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| Autor principal: | |
| Publicado em: |
"Carol I" National Defence University
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| Assuntos: | |
| Acesso em linha: | Citation/Abstract Full Text Full Text - PDF |
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MARC
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| 001 | 2038220765 | ||
| 003 | UK-CbPIL | ||
| 024 | 7 | |a 10.12753/2066-026X-18-255 |2 doi | |
| 035 | |a 2038220765 | ||
| 045 | 2 | |b d20180101 |b d20181231 | |
| 084 | |a 185028 |2 nlm | ||
| 100 | 1 | |a Chirila, Ciprian-Bogdan |u Department of Computers and Information Technology, Politehnica University Timisoara, V. Parvan 2, Timisoara, Romania chirila@cs.upt.ro | |
| 245 | 1 | |a Programming Guide for the Silver Code Community | |
| 260 | |b "Carol I" National Defence University |c 2018 | ||
| 513 | |a Journal Article | ||
| 520 | 3 | |a The digital society evolved in the last decade such that home devices like: telephones, TV sets, refrigerators, light switches, electricity sockets etc. became smart and connected to the internet communicating and taking decisions to assist us in our everyday life. Subway trains became autonomous, automobiles tend to go in the same direction all this progress is based on algorithms for control, image recognition, data mining, machine learning etc. having different levels of complexity. Young people that were born in the digital ecosystem are considered digital natives. They can use easily smart phones, tablets, computers for different everyday life tasks such as: selecting and reading the news, online paying utilities like water, electricity, gas; using ATMs for financial operations etc. On the other hand, elder people which do not have such digital skills do not adapt well to the changes of the society. In order to increase the quality of life for elder people they must be integrated in the continuously growing digital world of the present and of the future through digital education. For the education to have a deep impact we consider that it should go to the bases of the digital fundaments which is programming and specifically coding. Programming concepts for elders are delivered in five modules. The first module presents basic computer programming elements. The second module presents the most important digital thinking elements. The third module presents technical details about a few web technologies like HTML, CSS and JavaScript. The fourth module teaches how to put hands on JavaScript and to build two single page applications. Module five is a glossary of digital terms. | |
| 651 | 4 | |a Romania | |
| 653 | |a Teaching | ||
| 653 | |a Autonomous cars | ||
| 653 | |a Electric utilities | ||
| 653 | |a Internet | ||
| 653 | |a Automobiles | ||
| 653 | |a Computer science | ||
| 653 | |a Tablet computers | ||
| 653 | |a BASIC (programming language) | ||
| 653 | |a Subway cars | ||
| 653 | |a Curricula | ||
| 653 | |a Television sets | ||
| 653 | |a Communication | ||
| 653 | |a Neurosciences | ||
| 653 | |a Machine learning | ||
| 653 | |a Digital computers | ||
| 653 | |a Water utilities | ||
| 653 | |a Electricity | ||
| 653 | |a Refrigerators | ||
| 653 | |a Global positioning systems--GPS | ||
| 653 | |a Computers | ||
| 653 | |a Embedded systems | ||
| 653 | |a Data mining | ||
| 653 | |a Educational Technology | ||
| 653 | |a Middle Schools | ||
| 653 | |a Educational Environment | ||
| 653 | |a Social Networks | ||
| 653 | |a Open Education | ||
| 653 | |a Coding | ||
| 653 | |a Community Relations | ||
| 653 | |a Middle School Students | ||
| 653 | |a Algorithms | ||
| 653 | |a Instructional Materials | ||
| 653 | |a College Students | ||
| 653 | |a Blended Learning | ||
| 653 | |a Communities of Practice | ||
| 653 | |a Program Proposals | ||
| 653 | |a Knowledge Management | ||
| 653 | |a Computer Graphics | ||
| 653 | |a Light | ||
| 653 | |a Programming Languages | ||
| 653 | |a Science Instruction | ||
| 653 | |a Smartphones | ||
| 653 | |a Science education | ||
| 653 | |a Education | ||
| 653 | |a Sensors | ||
| 653 | |a Society | ||
| 653 | |a Online instruction | ||
| 653 | |a Switches | ||
| 653 | |a Object recognition | ||
| 653 | |a Learning | ||
| 653 | |a Sockets | ||
| 653 | |a Computer programming | ||
| 653 | |a Training | ||
| 653 | |a Young adults | ||
| 653 | |a Artificial intelligence | ||
| 773 | 0 | |t The International Scientific Conference eLearning and Software for Education |g vol. 4 (2018), p. 290 | |
| 786 | 0 | |d ProQuest |t Education Database | |
| 856 | 4 | 1 | |3 Citation/Abstract |u https://www.proquest.com/docview/2038220765/abstract/embedded/ZKJTFFSVAI7CB62C?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text |u https://www.proquest.com/docview/2038220765/fulltext/embedded/ZKJTFFSVAI7CB62C?source=fedsrch |
| 856 | 4 | 0 | |3 Full Text - PDF |u https://www.proquest.com/docview/2038220765/fulltextPDF/embedded/ZKJTFFSVAI7CB62C?source=fedsrch |