Girl Code

Girl Code
افزودن به بوکمارک اشتراک گذاری 0 دیدگاه کاربران 4 (1)

Gaming, Going Viral, and Getting It Done

مشارکت: عنوان و توضیح کوتاه هر کتاب را ترجمه کنید این ترجمه بعد از تایید با نام شما در سایت نمایش داده خواهد شد.
iran گزارش تخلف

فرمت کتاب

audiobook

تاریخ انتشار

2017

Lexile Score

1030

Reading Level

6-8

نویسنده

Sophie Houser

ناشر

HarperCollins

شابک

9780062661623
  • اطلاعات
  • نقد و بررسی
  • دیدگاه کاربران
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نقد و بررسی

AudioFile Magazine
The authors give listeners an inside look at how two teenaged girls are breaking the tech world's glass ceiling while challenging the taboo of discussing menstruation. In 2014, Andrea "Andy" Gonzales and Sophie Houser's summer project at Girls Who Code became the viral computer game Tampon Run. The girl coders lend their voices to the narration, taking on separate chapters as well giving listeners an introductory lesson on how to find tools and resources to start coding. An accompanying PDF supports this part of the audio presentation. Since the success of their game, the pair have been invited to Silicon Valley and offered numerous media appearances and interviews, experiences that are reflected in their thoughtful, straightforward performance. They expertly reflect the highs and lows of their incredible journey. J.C. � AudioFile 2017, Portland, Maine

Publisher's Weekly

January 23, 2017
In this impressive debut, Gonzales and Houser enthusiastically and sympathetically recount how they met as high school students and created a stigma-cracking video game during a seven-week Girls Who Code course in 2014. A lighthearted attack on the “menstrual taboo,” their game, Tampon Run, had roots in a quest for social impact; this book, told in alternating voices, extends that by encouraging more girls to learn how to code. Houser originally hoped that coding would enable her to share great ideas without public speaking, while Gonzales wondered if she really wanted to become an engineer, as her Filipino immigrant parents hoped. Successful beyond their wildest imaginings, their game drew Houser and Gonzales further into the tech world, where over the next year, they competed with college students, learned to promote and adapt their product, interned at venture-capital-backed start-ups, and wrestled with their self-images. Their accomplishments (including this narrative, written while they attend college), intelligence, humanity, creativity, seriousness of purpose, and humor will stick with readers, and inspire them. Ages 13–up. Agent: Mackenzie Brady Watson, New Leaf Literary & Media. (Mar.) ■




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