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First Published in 1991. Routledge is an imprint of Taylor & Francis, an informa company.
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First Published in 1991. Routledge is an imprint of Taylor & Francis, an informa company.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 568
- Erscheinungstermin: 1. Januar 1991
- Englisch
- Abmessung: 228mm x 157mm x 34mm
- Gewicht: 907g
- ISBN-13: 9780805803068
- ISBN-10: 0805803068
- Artikelnr.: 69937147
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
- Verlag: Taylor & Francis
- Seitenzahl: 568
- Erscheinungstermin: 1. Januar 1991
- Englisch
- Abmessung: 228mm x 157mm x 34mm
- Gewicht: 907g
- ISBN-13: 9780805803068
- ISBN-10: 0805803068
- Artikelnr.: 69937147
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- gpsr@libri.de
Gerhard Fischer, Heinz-Dieter Boecker, Hal Eden
Contents: Part I: Fundamentals of LOGO. Your First Encounters With LOGO.
Extending LOGO. Recursive Procedures. Recommendations and Principles for
Writing Procedures. Debugging. Analysis of a Program. How Programs
Communicate With the User. Names, Values, and Scope. Data Structures. Data
as Programs, Programs as Data. Smaller Projects. Part II: Mathematics.
Prime Numbers. The Greatest Common Divisor (GCD). Problem Solving in
Mathematics. Recursive Expansion of Arithmetic Operations. Representing
Numbers in Different Base Systems. Basic Rules of Arithmetic. Part III:
Computer Science. Sorting. Pattern Matching. Formal Languages and Grammars.
Tree Data Structures: Building a Dictionary. TOWERS OF HANOI. Software
Tools for LOGO. Simulation of a Moving Camera. The Game of LIFE. Part IV:
Artificial Intelligence. Problem Solving Using LOGO. The Equivalence
Between Programs and Data. Production Systems. Is It a Mammal? Who Are the
Children of Adam? Part V: Linguistics. Conjugating Verbs. Forming Plurals.
Linguistic Explorations. Part VI: Games. TIC-TAC-TOE. Reversi. Hunting the
Wumpus. HOW THE WEST WAS WON. BLACKJACK. Part VII: New Developments in
Computers and Education. Extensions to the Programming Language LOGO.
Object-Oriented Programming in LOGO. New Approaches to Using Computers in
Education. New Approaches for Education, Psychology, and Epistemology.
Appendices: LOGO Versions. LOGO Primitives Used in This Book. Utility
Procedures. Conventions Used in This Book. Additional Resources.
Extending LOGO. Recursive Procedures. Recommendations and Principles for
Writing Procedures. Debugging. Analysis of a Program. How Programs
Communicate With the User. Names, Values, and Scope. Data Structures. Data
as Programs, Programs as Data. Smaller Projects. Part II: Mathematics.
Prime Numbers. The Greatest Common Divisor (GCD). Problem Solving in
Mathematics. Recursive Expansion of Arithmetic Operations. Representing
Numbers in Different Base Systems. Basic Rules of Arithmetic. Part III:
Computer Science. Sorting. Pattern Matching. Formal Languages and Grammars.
Tree Data Structures: Building a Dictionary. TOWERS OF HANOI. Software
Tools for LOGO. Simulation of a Moving Camera. The Game of LIFE. Part IV:
Artificial Intelligence. Problem Solving Using LOGO. The Equivalence
Between Programs and Data. Production Systems. Is It a Mammal? Who Are the
Children of Adam? Part V: Linguistics. Conjugating Verbs. Forming Plurals.
Linguistic Explorations. Part VI: Games. TIC-TAC-TOE. Reversi. Hunting the
Wumpus. HOW THE WEST WAS WON. BLACKJACK. Part VII: New Developments in
Computers and Education. Extensions to the Programming Language LOGO.
Object-Oriented Programming in LOGO. New Approaches to Using Computers in
Education. New Approaches for Education, Psychology, and Epistemology.
Appendices: LOGO Versions. LOGO Primitives Used in This Book. Utility
Procedures. Conventions Used in This Book. Additional Resources.
Contents: Part I: Fundamentals of LOGO. Your First Encounters With LOGO.
Extending LOGO. Recursive Procedures. Recommendations and Principles for
Writing Procedures. Debugging. Analysis of a Program. How Programs
Communicate With the User. Names, Values, and Scope. Data Structures. Data
as Programs, Programs as Data. Smaller Projects. Part II: Mathematics.
Prime Numbers. The Greatest Common Divisor (GCD). Problem Solving in
Mathematics. Recursive Expansion of Arithmetic Operations. Representing
Numbers in Different Base Systems. Basic Rules of Arithmetic. Part III:
Computer Science. Sorting. Pattern Matching. Formal Languages and Grammars.
Tree Data Structures: Building a Dictionary. TOWERS OF HANOI. Software
Tools for LOGO. Simulation of a Moving Camera. The Game of LIFE. Part IV:
Artificial Intelligence. Problem Solving Using LOGO. The Equivalence
Between Programs and Data. Production Systems. Is It a Mammal? Who Are the
Children of Adam? Part V: Linguistics. Conjugating Verbs. Forming Plurals.
Linguistic Explorations. Part VI: Games. TIC-TAC-TOE. Reversi. Hunting the
Wumpus. HOW THE WEST WAS WON. BLACKJACK. Part VII: New Developments in
Computers and Education. Extensions to the Programming Language LOGO.
Object-Oriented Programming in LOGO. New Approaches to Using Computers in
Education. New Approaches for Education, Psychology, and Epistemology.
Appendices: LOGO Versions. LOGO Primitives Used in This Book. Utility
Procedures. Conventions Used in This Book. Additional Resources.
Extending LOGO. Recursive Procedures. Recommendations and Principles for
Writing Procedures. Debugging. Analysis of a Program. How Programs
Communicate With the User. Names, Values, and Scope. Data Structures. Data
as Programs, Programs as Data. Smaller Projects. Part II: Mathematics.
Prime Numbers. The Greatest Common Divisor (GCD). Problem Solving in
Mathematics. Recursive Expansion of Arithmetic Operations. Representing
Numbers in Different Base Systems. Basic Rules of Arithmetic. Part III:
Computer Science. Sorting. Pattern Matching. Formal Languages and Grammars.
Tree Data Structures: Building a Dictionary. TOWERS OF HANOI. Software
Tools for LOGO. Simulation of a Moving Camera. The Game of LIFE. Part IV:
Artificial Intelligence. Problem Solving Using LOGO. The Equivalence
Between Programs and Data. Production Systems. Is It a Mammal? Who Are the
Children of Adam? Part V: Linguistics. Conjugating Verbs. Forming Plurals.
Linguistic Explorations. Part VI: Games. TIC-TAC-TOE. Reversi. Hunting the
Wumpus. HOW THE WEST WAS WON. BLACKJACK. Part VII: New Developments in
Computers and Education. Extensions to the Programming Language LOGO.
Object-Oriented Programming in LOGO. New Approaches to Using Computers in
Education. New Approaches for Education, Psychology, and Epistemology.
Appendices: LOGO Versions. LOGO Primitives Used in This Book. Utility
Procedures. Conventions Used in This Book. Additional Resources.