Learn to Code and Change the World
Girls Who Code
فرمت کتاب
ebook
تاریخ انتشار
2017
Lexile Score
990
Reading Level
5-7
ATOS
6.7
Interest Level
4-8(MG)
نویسنده
Reshma Saujaniشابک
9780425287545
کتاب های مرتبط
- اطلاعات
- نقد و بررسی
- دیدگاه کاربران
نقد و بررسی
May 15, 2017
A guide to get girls into coding, written by Saujani, the founder of the Girls Who Code organization, with Hutt's assistance.Rather than serving as a manual for a specific coding language, this book has two focuses: encouraging girls that coding is something they can do and guiding them to entry points that will make programming relevant to their specific interests. Internalized societal messages about girls' STEM abilities and the pressure on girls to be perfect are addressed head-on through spotlights on women in programing history and interviews with impressive women working in programming (such as Danielle Feinberg of Pixar, who tells how a bug in her code created an amazing new effect). After obligatory computer history, the chapters are organized first with programming logic and theory that will serve regardless of the programming language used (including creative prompts to nurture new ideas and give young programmers confidence), and then into the fun to be had programming applications--apps, games, digital art, robots, etc. These segments feature interviews with real Girls Who Code teams speaking of how they created successful projects, and a multicultural cartoon cast appears in comic strips working on specific projects. Having demonstrated what projects each programming language is for, the resources at the end direct girls to code tutorials so they can start their own projects. Final art not seen. An encouraging supplementary resource for young coders. (glossary, index) (Nonfiction. 9-16)
COPYRIGHT(2017) Kirkus Reviews, ALL RIGHTS RESERVED.
Starred review from July 1, 2017
Gr 6 Up-The creator of the nationwide coding club phenomenon Girls Who Code provides a top-down look into the world of computer science and women in the field. The author takes a step-by-step approach to teaching the intricacies of coding while keeping the content relevant to the audience (a smart analogy involving a peanut butter and jelly sandwich effectively demonstrates computational thinking). Aided by Tsurumi's humorous cartoon drawings that feature a reoccurring group of five girls, the text takes students through the entire process of a coding project. Saujani stresses the importance of planning, critical thinking, implementation, and debugging. Readers will enjoy the creative freedom the work offers, as sample projects refreshingly don't rely on specific programs. The author concisely explains different subject areas within computer science. A highlight of the book is the sidebar profiles that feature real-life women developing the world of coding, from Pixar's Danielle Feinberg to professor and roboticist Ayanna Howard. VERDICT This timely, well-written title is an excellent resource for budding coders; it bridges the wide gap between simple how-to guidebooks and complex coding textbooks.-Lisa Bosarge, Enoch Pratt Free Library, Baltimore
Copyright 2017 School Library Journal, LLC Used with permission.
August 7, 2017
Saujani, a former public advocate and Congressional hopeful, founded the nonprofit Girls Who Code in response to gender imbalance in the tech industry. In this accessible guidebook, she introduces five diverse girl characters (rendered in Tsurumi’s two-color cartoons, and also starring in a companion series of novels) who voice their questions and concerns in dialogue balloons (“Umm... I’m not sure I understand what a programming language is and why there are different ones”). As readers learn about designing, building, and testing coding projects, the girls’ growing confidence is evident. Saujani also introduces past female tech pioneers and includes advice from women currently working in various industry roles. For readers new to coding and computer science, Saujani makes its importance and potential clear, showing girls that coding is, in essence, a problem-solving tool that they can use to invent, explore, and take charge. Ages 10–up. Author’s agent: Richard Pine, Inkwell Management. Illustrator’s agent: Stephen Barr, Writers House.
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