Logo (programming language)Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon. Logo is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman, and derives from the Greek logos, meaning word or thought. A general-purpose language, Logo is widely known for its use of turtle graphics, in which commands for movement and drawing produced line or vector graphics, either on screen or with a small robot termed a turtle.
Computer graphicsComputer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
Imperative programmingIn computer science, imperative programming is a programming paradigm of software that uses statements that change a program's state. In much the same way that the imperative mood in natural languages expresses commands, an imperative program consists of commands for the computer to perform. Imperative programming focuses on describing how a program operates step by step, rather than on high-level descriptions of its expected results.
Hewlett-PackardThe Hewlett-Packard Company, commonly shortened to Hewlett-Packard (ˈhjuːlɪt_ˈpækərd ) or HP, was an American multinational information technology company headquartered in Palo Alto, California. HP developed and provided a wide variety of hardware components, as well as software and related services to consumers, small and medium-sized businesses (SMBs), and large enterprises, including customers in the government, health, and education sectors.
SqueakSqueak is an object-oriented, class-based, and reflective programming language. It was derived from Smalltalk-80 by a group that included some of Smalltalk-80's original developers, initially at Apple Computer, then at Walt Disney Imagineering, where it was intended for use in internal Disney projects. The group would later go on to be supported by HP labs, SAP, and most recently, Y Combinator. Squeak runs on a virtual machine (VM), allowing for a high degree of portability.
Tablet computerA tablet computer, commonly shortened to tablet, is a mobile device, typically with a mobile operating system and touchscreen display processing circuitry, and a rechargeable battery in a single, thin and flat package. Tablets, being computers, have similar capabilities, but lack some input/output (I/O) abilities that others have. Modern tablets largely resemble modern smartphones, the only differences being that tablets are relatively larger than smartphones, with screens or larger, measured diagonally, and may not support access to a cellular network.
Computer History MuseumThe Computer History Museum (CHM) is a museum of computer history, located in Mountain View, California. The museum presents stories and artifacts of Silicon Valley and the information age, and explores the computing revolution and its impact on society. The museum's origins date to 1968 when Gordon Bell began a quest for a historical collection and, at that same time, others were looking to preserve the Whirlwind computer. The resulting Museum Project had its first exhibit in 1975, located in a converted coat closet in a DEC lobby.
Croquet ProjectThe Croquet Project is a software project that preceded Croquet, and was intended to promote the continued development of the Croquet open-source software development kit to create and deliver collaborative multi-user online applications. Implemented in Squeak Smalltalk, Croquet supports communication, collaboration, resource sharing, and synchronous computation among multiple users.
One Laptop per ChildOne Laptop per Child (OLPC) was a non-profit initiative established with the goal of transforming education for children around the world; this goal was to be achieved by creating and distributing educational devices for the developing world, and by creating software and content for those devices. When the program launched in 2005, the typical retail price for a laptop was considerably in excess of $1,000 (US), so achieving this objective required bringing a low-cost machine to production.
Constructionism (learning theory)Constructionist learning is the creation by learners of mental models to understand the world around them. Constructionism advocates student-centered, discovery learning where students use what they already know, to acquire more knowledge. Students learn through participation in project-based learning where they make connections between different ideas and areas of knowledge facilitated by the teacher through coaching rather than using lectures or step-by-step guidance.