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Ohjelmoinnin perusteet 1

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Learning to program. - Free computer books. Teach Coding in the Classroom: Resources from ISTE '14. I was super excited to attend Hack Education (originally called “EdubloggerCon”), an all-day unconference held the Friday before the formal start of ISTE 2014.

Teach Coding in the Classroom: Resources from ISTE '14

This interactive day of learning, now in its eighth year, was touted to me as the event to attend in Atlanta, and it did not disappoint. The informal, small-group conversations were inclusive and welcoming. The "rule of two feet" meant that if you needed to move, you were encouraged. And session topics were diverse -- on the schedule were discussions about maker education, augmented reality, design thinking, game-based learning, coding in the classroom, digital storytelling, and many, many more! In an attempt to heed Dave Guymon’s call to share the ISTE learning (see his blog post on Getting Smart, "Don’t Leave Your Learning Behind: What To Do Now That #ISTE2014 Is Over"), here are some resources discussed by a group of elementary and secondary educators during a morning session on coding in the classroom. Some Final Notes. Best Free Ways to Learn Programming.

I can remember back when I was young how alien a couple of lines of code that were published in a kid's magazine looked to me.

Best Free Ways to Learn Programming.

Some twenty years later (or should I better say a year ago), I decided that I should teach myself how to create some small and usable programs. Sad to say, I lost interest shortly after. Well, this year I tried again. This time I installed a different programming language, downloaded some tutorials from Youtube and I also borrowed some books on programming from my local library.

Only time will tell if I will be successful in this objective but I am sure I am making good progress. Leaning to program: a better way There is another, better way to learn programming. First I suggest to you to start with programming languages which enable you to learn the basics about the language in a short amount of time. Coding in the Classroom: 16 Top Resources. As cool as technology is, its intricacies and inner workings are sometimes intimidating, especially for young people who may be more interested in what technology can do for them rather than what they can do with technology.

Coding in the Classroom: 16 Top Resources

However, when students hurdle that obstacle and see the value of computer science — specifically coding — they gain a broadened perspective and the potential for a rewarding career in the tech field. The following resources will help you teach your students the basics of coding and will provide tips on how to keep kids interested as you go. Tools to Use in Class. Programmering.docx. 3GL Program Design - Index. 3GL Program Design Introduction What the course is about: We write computer programs in order to solve the kind of problems which can be solved by computer systems.

3GL Program Design - Index

For example, managing large databases, calculating and processing payrolls, maintaining medical records systems. For all of these data-processing problems or scenario's there are some fairly well-defined steps in arriving at a working system: The original idea, theme, task or problem is statedThe analysis of the problemThe design of the solutionThe construction of the solutionTesting and verification of the solutionMaintenance and enhancement of the solution. Ohjelmointi: Vuokaaviot. 5 Ohjelman suunnittelu: vuokaaviot Tietokone noudattaa yksityiskohtaisia käskysarjoja, algoritmeja, joita kutsutaan ohjelmiksi.

Ohjelmointi: Vuokaaviot

Algoritmeilla ilmaistaan ohjelman toimintalogiikka. Algoritmi kertoo missä järjestyksessä toiminnot suoritetaan.Ohjelman logiikka pitää suunnitella ennen kuin sitä aletaan varsinaisesti ohjelmoida eli koodata. Algoritmi voidaan esittää tekstinä, vuokaaviona tai niin sanottuna pseudokoodina ennen kuin se koodataan jollekin ohjelmointikielelle. Ohjelmointiputka: Putkaposti: Tehtävälista. SL-haaste: Tehtävälista. SL-haaste: Tehtävälista. 5. Käyttötapaus (Use Case) Käyttötapauskaaviot Tietojärjestelmän kehittämistyössä on tärkeää tietää, mitä toimintoja tietojärjestelmältä vaaditaan.

5. Käyttötapaus (Use Case)

Tämä kuvataan käyttötapauskaavioilla, use case diagram, jotka koostuvat käyttäjistä, actor ja käyttötapauksista, use case, käyttäjien ja tietojärjestelmän välillä. K�ytt�tapauskaavio. Ohjelmoinnin perusteet. Ohjelmoinnilla tarkoitetaan tietokoneelle tehtävän ohjelman, tietokoneohjelman toteuttamista.

Ohjelmoinnin perusteet

Ohjelmoinnissa tarvitaan ohjelmointikieltä sekä ohjelmointikielestä riippuen joko kääntäjää tai tulkkia. State Machines – Basics of Computer Science. Computer science is what enables programming, but it is possible to do a lot of programming without understanding the computer science concepts underlying the process of computation.

State Machines – Basics of Computer Science

This isn’t always a bad thing. When we program we work at a much higher level of abstraction. When we drive a car, we only concern ourselves with two or three pedals, a gearshift and a steering wheel. You can safely operate a car without having any clear idea of how it works. However, if you want to operate a car at the very limits of its capabilities, you need to know a lot more about automobiles than just the three pedals, gearshift and steering wheel. The same is true of programming. The purpose of this article is to provide some fundamental background for computation.

Finite State Machine A finite state machine is a mathematical abstraction used to design algorithms. Imagine a device that reads a long piece of paper. As the state machine reads each letter it changes state. Primary Computing lesson resources. These are all the resources I use in my lessons - you are FREE to share them with your children and colleagues:

Primary Computing lesson resources